Medium Humanoid, Any Non-Lawful Alignment
Armor Class 13
Hit Points 15 (3d6 + 6)
Speed 40 ft.
STR
9 (-1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws CHA +5
Condition Immunities Charmed
Senses Passive Perception 16
Languages Two Languages (Usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Con Game. The Con Man is an expert at its craft and gains advantage in Deception, Slight of hand and Persuasion checks.

Life on the Run. Con men often have to make a quick exit. Con Man can use the Dash and Disengage action as a Bonus action. 

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Piercing damage. 

Quick Exit (Recharge 5/6).  The Con man throws down a blinding bomb in an attempt to make a run for it, creatures within a 10ft radius must make a DC 13 Constitution saving throw, becoming Blinded for 1d4 turns on a failure, resisting the effect on a save.

Reactions

Quick Hands. When a creature is preoccupied making an attack the Con Man attempts to pickpocket them. A creature within 5ft of the Con man must make a Perception check vs the Con mans Slight of hand or lose 2d8 Coins (DM's Discretion of type of coin)

Description

Con Men are notorious in the underbelly's of towns but occasionally take their "act" to the main streets. Although not a threatening opponent in combat, the Con Man specializes in taking the hard earned money of its targets.

Monster Tags: humanoid

Habitat: Urban

GLG

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