b'Okiti Poisoner \n'b'  Small   humanoid  (okiti),  chaotic neutral  \n'b'  Armor Class  17 (leather armor)  Hit Points  19 (3d6 + 9)  Speed  30 ft.\n'b' STATS STR: 6 (-2) DEX:  16 (+3)  CON:  16 (+3)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Acrobatics  +5,  Perception  +2,  Sleight of Hand  +5,  Stealth  +5  Damage Immunities  poison  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Okiti  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Keen Smell . The okiti poisoner has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Pack Tactics . The okiti poisoner has advantage on an  attack  roll against a creature if at least one of the okiti poisoner\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Tough . The okiti poisoner adds its  Constitution  modifier to its AC. \n'b'  Actions \n'b'   Dagger .  Melee or Ranged Weapon Attack : +5 to hit, range 5 ft. or range 20/60 ft., one target.  Hit : 5 (1d4 + 3) piercing damage and the target must make a DC 12  Constitution  saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Flask of Poison Cloud . The okiti poisoner throws the flask at a location within 30 feet. When it hits the ground or another hard surface, the flask shatters and releases a cloud of green gas in a 15\xc2\x96foot-radius sphere. All creatures that enter the gas or start their turn there must succeed a DC 15  Constitution  saving throw or take 7 (2d6) poison damage and become  poisoned  for 1 minute. The cloud lasts for 1 minute or until a wind of  light  or greater speed (at least 5 miles per hour) disperses it. \n'b'  Flask of Sleeping Fog . The okiti poisoner throws the flask at a location within 30 feet. When it hits the ground or another hard surface, the flask shatters and releases a cloud of gray fog in a 20\xc2\x96foot-radius sphere. All creatures that enter the fog or start their turn there must succeed on a DC 13  Constitution  saving throw or fall asleep if it has 17 (5d6) or fewer current  hit points . A sleeping creature wakes up if it takes damage, or is shaken awake as an action. The cloud lasts for 1 minute or until a wind of  light  or greater speed (at least 5 miles per hour) disperses it. \n'b'  About \n'b' Those who think okiti nothing more than a charming nuisance need only open a book of medical history to see their folly. Firebrow,  Rat -Bite Fever, Knotgut, Yellow Horror, Rot Bones, The Red Death (which commoners call \xe2\x80\x98dead by dinner\xe2\x80\x99), The Four Day Shakes; all of these and more see their first victim taken in a city with a known okiti problem. \n'b' Masters of their trade, poisoners couple a keen mind with an innate understanding of poisons and disease to cultivate a variety of weapons ranging from noxious fumes to manufactured plagues.'