Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
15 (+2)
Senses Passive Perception 10
Languages Thieves cant plus any two languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

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

Spellcasting. The scoundrel is a 3rd-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It knows the following spells from the wizard spell list:

Cantrips (at will): mage hand (the hand is invisible), minor illusion, prestidigitation

1st level (4 slots): charm person, disguise self, sleep

2nd level (2 slots): invisibility, suggestion

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

Use what you can to take what you need

Monster Tags: NPC

Habitat: Urban

DMDTownshend

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