Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (17 with mage armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +8, INT +6, WIS +4
Skills Arcana +6, Deception +10, Perception +4, Sleight of Hand +9, Stealth +13
Senses Passive Perception 14
Languages Thieves' cant plus any two languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Evasion. If the Master of Tricks is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Master of Tricks instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Master of Tricks 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 Master of Tricks that isn't incapacitated and the Master of Tricks doesn't have disadvantage on the attack roll.

Spellcasting. The Master of Tricks is a 15th level spellcaster.  It's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Master of Tricks knows the following wizard spells:

Cantrips (at will): mage handprestidigitationminor illusion, mind sliver

1st level (4 slots): disguise selfsilent imagesleepmage armor

2nd level (3 slots): darknessshadow blade, mirror image, invisibility

3rd level (2): counterspell, major image

Actions

Shadow Blade. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d8) psychic damage.

Reactions

Uncanny Dodge. The Master of Tricks halves the damage that it takes from an attack that hits it. The trickster must be able to see the attacker.

Legendary Actions

The Master of Tricks can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.The Master of Tricks regains spent legendary actions at the start of his turn.

Slip Away. The Master of Tricks moves up to its speed. This movement does not provoke opportunity attacks.

Cantrip. The Master of Tricks casts a cantrip.

Strike (Costs 2 Actions). The Master of Tricks makes one attack with its shadow blade.

Monster Tags: NPC

Habitat: Urban

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