Armor Class
12
(leather armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Common Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Description
Crooks thrive in small groups and are sometimes led by thugs, veterans, or spellcasters. Not all crooks are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
Lair and Lair Actions
Crook lairs are usually small caves and alleyways in towns and cities.
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