Medium Humanoid, Chaotic Good
Armor Class 16 (Studded Leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft., Climb 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +6, INT +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Thieves' Cant and the primary language of the surrounding city.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of its turns, the Crimson Hand Veteran can use a bonus action to take the Dash, Disengage, Hide, Sleight of Hand, use thieves’ tools to disarm a trap or open a lock, or take the Use Object action.

Evasion. The Crimson Hand Veteran is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Crimson Hand Veteran takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Crimson Hand Veteran deals an extra 10 (3d6) 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 Crimson Hand Veteran that isn't incapacitated and the Crimson Hand Veteran doesn't have disadvantage on the attack roll.

Actions

Poisoned Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 6 (1d4 + 4) piercing damage. A creature hit with this attack must make a Constitution saving throw (DC 12). On a failed save, the creature is poisoned for 1 minute. While poisoned this way the creature's speed is halved, it cannot take reactions and on each of its turns it may use an action or bonus action, not both. A poisoned creature may attempt the saving throw again at the end of each of its turns.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft. Hit: 7 (1d6 + 4) piercing damage. 

Reactions

Uncanny Dodge. When Crimson Hand Veteran is hit with an attack, it may use its reaction to halve the attack's damage.

Description

Mission leaders of The Crimson Hand, a widespread thieves organization who steal tax money to distribute among the common folk. Dressed in layered dyed black leathers and tattered cloaks, they dress to fit into the crowd. Each is adorned with finger-less leather gloves with dark crimson palms.

All members are trained in non-fatal maneuvers, but will use lethal force when pressed or necessary. Instead of fighting to kill they often attempt to gain the upper hand and use their deft hands to manacle and poison to imobilize their foes.

Monster Tags: rogue

Habitat: Urban

FamiliarFoes

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