Medium Humanoid (Aarakocra), Neutral Good
Armor Class 16 (12 Studded Leather, +3 Dex, +1 Ring)
Hit Points 27 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5, INT +4
Senses Passive Perception 12
Languages Aarakocra, Auran, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sneak Attack
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Spellcasting
You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4). Arraboo has following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, message

1st level (03 slots): magic missile, shield, tenser's floating disk

Mage Hand Legerdemain
When you cast mage hand, you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.

Actions

Actions in Combat. (proficiency bonus +2, initiative +3) Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.

Rapier. Melee  Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 3) piercing damage. 

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

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: (1d6 + 3) piercing damage.

Reactions

Actions in Combat. Opportunity Attack

Description

Currency: 253 gp, 

Equipment

Magic:

  • Ring of Protection - You gain +1 to your AC and Saving Throws.
  • Shock Bolt (05) - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. When you fire this arrow, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into an arrow when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the arrow plus 4d6 lightning damage. Once it hits a target, the ammunition is no longer magical.
  • Magic Crossbow Bolts (15), +1

Armor: Studded Leather

Weapons: rapier, dagger (02), hand crossbow, case of 20 crossbow bolts, 

Gear: Backpack, bedroll, thieves tools, common clothing, crowbar, hooded lantern, flask of oil (02), hempen rope (50 ft.), grappling hook,  tinderbox, torches (05), Rations (5 days), mess kit, water skin, 

Kv0th691