Medium Or Small Humanoid, Any Non-Good Alignment
Armor Class 15 (leather armor)
Hit Points 75 (8d8 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +7, INT +3
Gear Dagger, Leather Armor, Thieves' Tools
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Second-Story Work. The thief can climb at a normal rate of movement and can make a running long jump of up to 14 feet.

Evasion. When the thief is subjected to an effect that allows them to make a Dexterity saving throw to take half damage, the thief takes no damage on a successful save and only half damage on a failure.

Supreme Sneak. The thief has advantage on a Dexterity (Stealth) check if they move no more than half their speed on the same turn.

Actions

Multiattack. The thief makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 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

Master Thieves specialize in acquiring rare and highly valuable items from well-guarded abodes.

Habitat: Urban

GarmGrendelsson2025

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