Medium Humanoid (Any Race), Any Non-Lawful Alignment
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. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Dndwood

Comments

Posts Quoted:
Reply
Clear All Quotes