Master Thief
Medium Humanoid
- Armor Class: 18
- Hit Points: 143 (22d8+44)
- Speed: walk 30 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie, page 469
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
20 (+5) |
14 (+2) |
15 (+2) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +11, Int +8, Wis +7
- Skills: acrobatics +11, deception +7, perception +7, sleight +0, stealth +11
- Senses: blindsight 20 ft., darkvision 60 ft., passive Perception 17
- Languages: any three
Special Abilities
- Crossbow Expert: The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.
- Deadly Poison: As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour
- Evasion: When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.
- Cunning Celerity: The master thief takes two bonus actions on each of their turns.
Actions
- Multiattack: The master assassin attacks twice.
- Shortsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
- Light Crossbow: Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
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