{"name":"Senze","challenge_rating":"4","xp":"","types":"Humanoid (half-elf)","pb":"+2","size":"Medium","sizer":"NONE","languages":"Common, Elven, Thieves\u2019 Cant","alignment":"Neutral","description":"","suggested_environments":"","armor_class":"15 (Studded Leather)","hit_points":"80","strength":"10","dexterity":"16","constitution":"12","intelligence":"14","wisdom":"16","charisma":"10","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"darkvision 120 ft, passive perception 15","skills":"Investigation +4, Perception +5, Stealth +7","saving_throws":"Dex +5, Wis +5","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Fey Ancestry.[\/b] Senze has advantage on saving throws against being charmed, and magic can't put her to sleep.[br]\r\n[b]Dead-eye.[\/b] Attacking at long range doesn't impose disadvantage on Sense's ranged weapon attack rolls and they ignore half and three-quarters cover.[br]\r\n[b]Toxin Cocktails. [\/b]Jellyfish Sting has a compartment that can hold a toxin ampule prepared by Senze. When she hits with the weapon, she can change the weapons basic toxin to one of her own.\r\n\r\n[b]Jellyfish neurotoxin (1\/long rest).[\/b] when Sense hits with a ranged weapon attack using Jellyfish Sting, she can force the creature  to make a DC 13 Constitution saving throw, becoming Paralyzed for 1 minute on a fail. The creature can make the saving throw again at the end of each of it's turns to end the effect.","actions":"[b]Jellyfish Sting (musket). [\/b]Ranged Weapon Attack: +5 to hit, reach 480 ft., one target. Hit: 10 [roll:1d12+3] piercing damage. Choose one of the Toxin Cocktais to enhance the bullet.[br]\r\n[i]Basic toxin[\/i]: plus 7 [roll:2d6] poison damage on hit.[br]\r\n[i]3\/long rest: Snail toxin. [\/i]Constitution saving throw: DC 13 Failure: speed is reduced by 10ft. untill the end of its next turn.[br]\r\n[i]3\/long rest: Shroom toxin. [\/i]Constitution saving throw: DC 13 Failure: poisoned untill the end of its next turn.\r\n\r\n[b]Dagger.[\/b] Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 [roll:1d4+3] piercing damage. ","bonus_actions":"[b]Cunning action.[\/b] Senze uses the Dash, Disengage, or Hide action.[br]\r\n[b]Precision shot. [\/b]Senze has Advantage on the next attack roll it makes during the current turn. If that attack hits, the target takes an extra 11 [roll:3d6] piercing damage.","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"","isShared":"on","templateId":"2991","blockId":"1585454","world":"b57992f4-3bad-43fb-993e-6dd9c7936bfe","folder":"da0fcd87-627c-4676-850f-43098ceaa493"}