Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated.
Multiattack. The thief makes two Shortsword or Shortbow attacks.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.
Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Description
The Black Hands hold teams of talented thieves that are used to carry out their Guild's basic, but important tasks. Sometimes a team of talented, but expendable tools, is a better choice than an irreplaceable star.
Every Black Handed Thief is in a constant state of striving to earn a better position. They are made to compete and work with their allies and enemies on their teams. Back stabbing and sabotage that doesn't ruin the mission are actively encouraged and rewarded.
One of the ways this is done, is keeping them in a weakened state. This can come from not feeding them until they complete a task, they are made to be bled so their blood can be used as a poison ingredient, or are crippled in a way that is reversable, if they reach enough contribution or rank to earn the required potion.
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