Malek the Malevolent
Small humanoid, halfling, lawful evil
Armor Class 17 (studded leather)
Hit Points 180 (20d8 + 80)
Speed 25 ft.
STR 10 (+0) DEX 18 (+4) CON 18 (+4) INT 16 (+3) WIS 14 (+2) CHA 16 (+3)
Saving Throws Dex +8, Con +8, Wis +6
Skills Deception +7, Sleight of Hand +8, Stealth +8
Condition Immunities charmed, frightened
Senses passive Perception 12
Languages Common, Halfling, Undercommon
Challenge 12 (8,400 XP)
Lucky. Malek can reroll a 1 on an attack roll, ability check, or saving throw, but must use the new roll.
Halfling Nimbleness. Malek can move through the space of any creature that is of a size larger than him.
Bound by Magical Shackles. Malek is restrained by powerful magical shackles that hinder his movements. His movement is reduced to 0, and he cannot take actions or reactions.
Sneak Attack (1/Turn). Malek deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Malek that isn't incapacitated and Malek doesn't have disadvantage on the attack roll.
Evasion. If Malek is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Actions
Multiattack. Malek makes three shortsword attacks.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Poisoned Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.