Sources
CR
Type
Size
Alignment
Movement

Hybrid Poisoner

Medium Humanoid (simic hybrid), Neutral Good

Armor Class 14
Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
12
+1
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
12
+1
Saving Throws DEX +6, CON +4
Skills Athletics +3, Perception +3, Stealth +6
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 30 ft., passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)

Traits

Assassinate. 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.

Poisonous Skin. 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

Toxic Touch. 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.

Lore

The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.