Master Thief
Medium Humanoid
(Any Race)
, Any Alignment
• Armor Class: 16
• Hit Points: 83 (13d8+26)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
18 (+4) |
14 (+2) |
11 (+0) |
11 (+0) |
12 (+1) |
• Saving Throws:
Dex +7, Int +3
• Skills:
Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
• Languages:
any one language (usually Common) plus thieves' cant
• Challenge:
5 (1800 XP)
• Environments:
Urban
• Cunning Action:
On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
• Evasion:
If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
• Sneak Attack (1/Turn):
The thief deals an extra 14 (4d6) 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 of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.
Actions
• Multiattack:
The thief makes three attacks with its shortsword.
• Shortsword:
Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.
• Light Crossbow:
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
**Reactions**
• Uncanny Dodge:
The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.