AC 13 (padded cloth)
HP 45 (7d8 + 14; bloodied 22)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Str +3, Dex +2, Con +4, Int +3, Wis +3, Cha +0
Skills Deception +2 (+1d8), Insight +3, Sleight of Hand +4 (+1d8), Stealth +4; cook’s utensils +4 (+1d8)
Damage Resistances poison
Senses passive Perception 11
Languages Common
Evil. The poisonous patissier radiates an Evil aura.
Hide Poisons. Ability checks made to find or notice poison applied by the poisonous patissier have disadvantage .
Lasting Poisons. Whenever the poisonous patissier deals poison damage to a creature, it also takes 2 (1d4) ongoing poison damage. This ongoing damage continues for 5 rounds, until the creature imbibes an antidote, or it receives a DC 13 Wisdom (Medicine) check.
Master Chef. The poisonous patissier gains advantage on ability checks made using cook’s utensils.
Poison Mastery. With 1 minute of work and cook’s utensils the poisonous patissier can change any type of poison into contact poison or ingested poison.
ACTIONS
Multiattack. The poisonous patissier attacks twice.
Dueling Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
BONUS ACTIONS
Wet Blade. The poisonous patissier poisons a weapon they are wielding. The next time they hit a creature with the weapon it deals an extra 2 (1d4) poison damage.
The best poisoners know that the distillation of a toxin is nothing if it cannot be delivered, and so they also master the art of cooking, sickening and killing their targets with delightful treats.
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.