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Wheelock is, perhaps, the greatest poisoner of the Tablelands.

STATS

Medium humanoid (human), neutral evil

Armor Class: 14 (leather armor)

Hit Points: 80 (10d8 + 40)

Speed: 30 ft.

Ability Scores:

  • Strength: 10 (+0)
  • Dexterity: 18 (+4)
  • Constitution: 14 (+2)
  • Intelligence: 16 (+3)
  • Wisdom: 12 (+1)
  • Charisma: 13 (+1)

Saving Throws:

  • Dexterity +7
  • Intelligence +6
  • Wisdom +4

Skills:

  • Acrobatics +7
  • Deception +4
  • Nature +6
  • Perception +4
  • Sleight of Hand +7
  • Stealth +7

Damage Resistances: Poison

Senses: Passive Perception 14

Languages: Common, Elven, Thri-Kreen

Challenge: 7 (2,900 XP)

Special Equipment:

  • Dagger: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Poisoner's Kit: Wheelock has expertise with poisoner's tools and can create and apply potent poisons.

Poisoner's Expertise: Wheelock is proficient with poisoner's tools. When creating poisons, he can do so twice as quickly and with greater effectiveness, granting a +2 bonus to saving throws DC and increasing the poison's duration by 1 round.

Cunning Action: Wheelock can take a bonus action to Dash, Disengage, or Hide.

Evasion: If Wheelock is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and only half damage on a failure.

Uncanny Dodge: When an attacker Wheelock can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Actions:

  • Multiattack: Wheelock makes two attacks with his dagger.
  • Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Poisoned Strikes (Recharge 5-6): Wheelock dips his dagger in a vial of poison before attacking. On a successful hit, the target must make a DC 15 Constitution saving throw or take an additional 14 (4d6) poison damage and become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions: Wheelock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Wheelock regains spent legendary actions at the start of his turn.

  • Dagger Attack: Wheelock makes a dagger attack.
  • Toxic Mist (Costs 2 Actions): Wheelock releases a cloud of toxic mist in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.