AC 12 (padded leather or light defensive stance [see
Sartorial Defense
variant rule])
HP 19 (3d8+6;
bloodied
9)
Speed 25 ft.
Initiative Dex +0 (10), Insight +0 (10), Perception +0 (10)
Proficiency +2; Maneuver DC 11
Saving Throws Str +1, Dex +0, Con +2, Int +0, Wis +0, Cha +0
Skills Athletics +3 (+1d4), Intimidation +2
Senses passive Perception 10
Languages Dwarvish, others vary
Close Quarters Combat. You overcommit on a swing, and he shoves you so that you slice yourself with your own blade. Whenever an adjacent creature misses with an attack against the strangler when they had disadvantage on their attack roll, the strangler can use its reaction to make the attacker deal 2 (1d4) damage to itself, using its own weapon.
ACTIONS
Knife. Melee or Ranged Weapon Attack: +3 to hit; reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Strangle. The strangler
grapples
a creature. If it succeeds, the target takes 3 (1d4+1) bludgeoning damage. While grappled, the creature has disadvantage on attack rolls against the strangler.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.