b'Jagladine Genetic Surgeon \n'b'  Medium   monstrosity ,  neutral evil  \n'b'  Armor Class  15 (studded marax leather armour)\n'b'\n'b' Hit Points  188 (25d8 + 75) \n'b' Speed  30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  16 (+3)  INT:  20 (+5)  WIS:  15 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Con  +9,  Wis  +8,  Cha  +6 \n'b' Skills   Nature  +11,  Medicine  +8 \n'b' Damage Immunities  poison \n'b' Condition Immunities  disease,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  12 \n'b' Languages  Common, Deep Speech, Jagladine, Ultari \n'b' Challenge  14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Combat Gear . The jagladine genetic surgeon has numerous potions at his disposal, including:  potion of gaseous form ,  potion of heroism ,  potion of invisibility ,  potion of mind reading ,  potion of speed , and potion of superior  healing . Intuitive Naturalist. The jagladine genetic surgeon is proficient in  Intelligence  ( Nature ) and  Wisdom  ( Medicine ). \n'b'  Jagladine Traits . A jagladine genetic surgeon has all the traits of jagladine. \n'b'  Sneak Attack (1/Turn) . The jagladine genetic surgeon deals an extra 28 (8d6) 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 that isn\xe2\x80\x99t  incapacitated  and the jagladine genetic surgeon doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The jagladine genetic surgeon makes four jagged shortsword attacks. \n'b'  Jagged Shortsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 18  Constitution  saving throw, taking 24 (7d6) poison and necrotic damage on a failed save, or half as much damage on a successful one, from the shadow poison applied to the blade. \n'b'  Alchemical Barrage (Recharge 6) . The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb. \n'b'\n'b'  Acid Jar . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15  Dexterity  saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage. \n'b'  Caustic Glue . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 15  Dexterity  saving throw, taking 24 (7d6) acid damage and is slowed (as the  slow  spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one. \n'b'  Stink Bomb . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 15  Constitution  saving throw or have disadvantage on all  attack  rolls and saving throws. The gas persists in the area until the start of the jagladine\xe2\x80\x99s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine are immune to this effect.'