Medium humanoid, neutral
- Armor Class
- 15 (studded leather armor)
- Hit Points
- 78 (12d8 + 24)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Dex +6, Int +4
- Skills
- Stealth +9, Deception +3, Acrobatics +6, Perception +3
- Damage Resistances
- poison
- Senses
- passive Perception 13
- Languages
- Thieves' cant plus any two languages
Traits
During its first turn, Enna Galakiir has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Enna Galakiir scores against a surprised creature is a critical hit.
If Enna Galakiir is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Enna Galakiir instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Enna Galakiir deals an extra 14 (4d6) damage when it 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 Enna Galakiir that isn't incapacitated and Enna Galakiir doesn't have disadvantage on the attack roll.
Actions
Enna Galakiir makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.