Master Thief

Medium Humanoid (Any Race) , Any Alignment
• Armor Class: 16
• Hit Points: 83 (13d8+26)
• Speed: 30 ft.

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.


• 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.