Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 leather amor
Hit Points 77 (14d8 + 14)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
15 (+2)
Skills Deception +4, Sleight of Hand +7, Stealth +5
Senses Passive Perception 11
Languages Thieves' Cant plus any three languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Invisible Hand. The thief gains additional benefits when it casts mage hand. For a creature to notice the hand or the tasks the hand is performing, it must succeed on a Wisdom (Perception) check.

  • The hand created by the spell is invisible.
  • The thief can use the hand to stow or retrieve one object into or from a container worn or carried by another creature, or to use its Thieves' Tools.
  • The thief can use its bonus action to control the hand, or to distract a creature within range of the spell. If it distracts a creature, it gains advantage on attack rolls against the target until the end of the thief's turn.


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

Spellcasting. The thief is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). It has the following wizard spells prepared.

Cantrips (at will): mage hand, prestidigitation, shocking grasp 
1st level (4 slots): charm person, disguise self, silent image, sleep 
2nd level (3 slots): invisibility, rope trick, suggestion

Actions

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

Description

Arcane thieves use their mastery of the arcane arts to enhance their thieving abilities.

Monster Tags: NPC

Alastir

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