Armor Class
11
(natural armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
10
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
14
(+2)
Skills
Intimidation +2, Performance +2, Persuasion +2, Sleight of Hand +2, Stealth +2
Senses
Passive Perception 12
Languages
Common and any local languages
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Distracting. Pickpockets often work in concert. If one pickpocket is performing while another steals, the performer has +2 to Charisma (Performance) checks, and the thief has +2 to Dexterity (Sleight of Hand and Stealth) checks.
Actions
Not exactly "cloak and dagger," but close enough.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60, one creature. Hit: 2 (1d4) piercing damage.
Description
Street scammers are more interested in your money than your life... but if it comes to that, why not both?
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