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Hybrid Poisoner
- STR
- 12 (+1)
- DEX
- 19 (+4)
- CON
- 14 (+2)
- INT
- 12 (+1)
- WIS
- 13 (+1)
- CHA
- 12 (+1)
During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.
Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.
Actions
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.
Find this creature in the encounter builder

Source: Guildmasters' Guide to Ravnica, p. 217 - Licenses and attribution