18 (natural armor)
12 (5d4)
0 ft., fly 50 ft.
Stealth +5
poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (blind beyond this radius), passive Perception 5
—
1 (200 XP)
The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
If the dagger has advantage during an attack on a creature it will backstab adding 10 (3d6) damage to the attack.
While the dagger remains motionless, it is indistinguishable from a normal dagger.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
This monster is available for personal use and was built using the rules in the 5th Ed D&D Dungeon Masters Guide - Designed by Matthew Koelling