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Alleyway Strangler

Challenge
Terrain
str
12
dex
16
con
15
int
13
wis
12
cha
15

AC 14 (padded cloth)

HP 78 (12d8 + 24; bloodied 39)

Speed 30 ft., climb 20 ft.


Proficiency +2; Maneuver DC 13

Saving Throws Str +3, Dex +3, Con +4, Int +1, Wis +1, Cha +2

Skills Deception +4 (+1d8), Perception +3 (+1d4), Stealth +5 (+1d8); thieves’ tools +5

Senses darkvision 60 ft., passive Perception 15

Languages Common


Bundled Prey (1/Turn). The alleyway strangler gains advantage on attacks against grappled creatures.

Evil. The alleyway strangler radiates an Evil aura.

Hide in the Crowd. The alleyway strangler gains advantage on Stealth checks made to hide in a crowd.

Sneak Attack (1/Turn). The alleyway strangler deals an extra 10 (3d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the target is within 5 feet of an ally of the strangler while the strangler doesn’t have disadvantage on the attack.


ACTIONS

Multiattack. The alleyway strangler attacks twice.

Garrote (1/Turn). Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller living creature. Hit: The alleyway strangler grapples the creature (escape DC 13). While grappled in this way the creature takes 5 (2d4) ongoing bludgeoning damage and loses the ability to speak. The alleyway strangler cannot garrote another creature while using it against a grappled creature. 

Dueling Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Throwing Dagger. Ranged Weapon Attack: +5 to hit, range 30/80 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


BONUS ACTIONS

Lock Garrote. The alleyway strangler locks the handles of its garrote together, ending the grappled condition for a creature hit by it. The creature continues taking 5 (2d4) ongoing bludgeoning damage and can’t speak while the garrote is locked. It also cannot breathe and starts to suffocate .

Unlocking a locked garrote requires an action and a DC 15 thieves’ tools check, a DC 15 Strength check, or using a key designed for it. A locked garrote has AC 18, 12 hit points, and has resistance to fire damage and bludgeoning and piercing damage.

Description

Obsessed with depriving a victim of air, alleyway stranglers are quick to make their escape when the deed is done and careful enough to avoid witnesses—but usually not clever enough to cover their tracks.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.