Medium Or Small Humanoid, Any Non-Good Alignment
Armor Class 14 (leather armor)
Hit Points 48 (6d8 + 5)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Skills Perception +5, Sleight of Hand +5, Stealth +5
Gear Dagger, Leather Armor, Thieves' Tools
Senses Passive Perception 15
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Second-Story Work. The thief can climb at a normal rate of movement and can make a running long jump of up to 13 feet.

Actions

Multiattack. The thief makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Actions

Cunning Action. The thief can use their bonus action to Dash, Disengage, Hide, or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves' tools.

Reactions

Uncanny Dodge. When an attacker the thief can see hits it with an attack, they can use their reaction to halve the attack's damage.

Description

Thieves are criminals that specialize in breaking into secure areas and then escaping undetected.

Habitat: Urban

GarmGrendelsson2025

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