Armor Class 14 ({@item breastplate|phb})
Hit Points 104 (19d8 + 19)
Speed 30 ft.
Saving Throws CON +5, INT +8, WIS +7
Skills Animal handling +7, Arcana +8, Insight +7, Medicine +7
Damage Immunities acid, poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, Draconic, Elvish, Primordial
Challenge 12
Special Equipment. Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by his Thessalar's homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.
Healing Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random type=beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.
IMR, p. 57