b'Phoori Death Adder \n'b'  Medium   humanoid (human) ,  chaotic evil  \n'b'  Armor Class  14 (leather armor)  Hit Points  58 (9d8+18)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  17 (+3)  CON:  14 (+2)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Nature  +2,  Perception  +3,  Stealth  +8  Senses  passive  Perception  13  Languages  Dhari, Low Atlantean  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Evasion . The death adder takes no damage instead of half damage when it succeeds on a  Dex  save against an effect that deals half damage on a successful save. \n'b'  Blinding Powder  A phoori death adder can concoct a mix of minerals and animal secretions into a fine powder that stings the eyes of its enemies. As a bonus action, the death adder can cast the powder in a 15-ft. cone. Creatures within the cone must make  Con  saves (DC 14) or be  blinded  for 1d4 rounds. A death adder typically carries 3 handfuls of blinding powder. \n'b'  Poison Use  Phoori tribesmen prefer poisons that hamper a victim\xe2\x80\x99s ability to move, such as wasp venom. When hit by a weapon coated in wasp venom, the victim must succeed on a  Con  save (DC 14) or take 2d6 poison damage and have his or her speed reduced by 5 ft. for one minute. Additional doses have a cumulative effect on a victim\xe2\x80\x99s speed. \n'b'  Sneak Attack (1/turn) . The death adder deals 2d6 extra damage with its sneak  attack , as per the  rogue  ability. \n'b'\n'b' ACTIONS \n'b'\n'b'  Dagger .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 1d4+3 piercing damage and poison. \n'b'  Blowgun .  Ranged Weapon Attack : +5 to hit, ranged 25/100 ft., one target.  Hit : 4 piercing damage and poison. \n'b'\n'b' REACTIONS \n'b'\n'b'  Heeded Warning  The severed heads that Phoori tribesmen carry as trophies sometimes whisper glimpses of the future. When the Phoori tribesman would take damage from any source, he can heed a warning as a combat  reaction  and take only half damage from that source. Once he has used this ability, he cannot use it again for 1 day or until he reduces a creature to  0 hit points . \n'b'\n'b' ABOUT \n'b' A wicked dagger smeared with ichor and a small blowgun are the only obvious weapons carried by this shifty savage. Vials and pots are tied to his belt, as is the head of his last victim.'