Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 leather
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +5
Skills Deception +3, Stealth +7
Senses Passive Perception 12
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of its turns, the cutthroat can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The cutthroat 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 cutthroat that isn’t incapacitated and the cutthroat doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The cutthroat makes two shortsword or dagger attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Uncanny Dodge. When an attacker that the cutthroat can see hits it with an attack, the cutthroat takes half damage instead.

Description

For all its notoriety, the Clasp is largely a business empire run by smaller pocket families of “spirelings” who oversee local illegal business and contracted work. Some Clasp are merely messengers, or thrive on intimidation. If conflict arises, and the problem can’t be quelled, then the heavy hitters/assassins are brought in to “clean up the mess.”

When the thieves and assassins of the Clasp need to “acquire” additional funds or “relieve” specific people of their possessions, their cutthroats are the first to be called. Clasp cutthroats can also represent any number of different rogues within the thieves’ guilds of Tal’Dorei .

The_Hidden

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