Medium Humanoid (Any Race), Any Alignment
AC 13 Leather Armour    Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 11 +0 +0
WIS 13 +1 +1
CHA 11 +0 +0
Skills Acrobatics +4, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 15
Languages Common, Thieves' Cant
CR 1 (XP 200; PB +2)
Traits

Evasion. If the rogue is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rogue instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Ranged Attacks. Ranged attacks made by the rogue have a +2 to hit.

Sneak Attack (1/Turn). The rogue deals an extra 3 (1d6)  damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t Incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Dagger. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d4 + 2) Piercing damage.

Throw Dagger. Ranged Attack Roll: +6, range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions

Cunning Action. The rogue can Dash, Hide or Disengage as a bonus action.

Description

Rogues are brigands who are used to thieving while sneaking around, in the case they get caught the rogue is nimble and quick to retreat. This one is especially good at ranged fighting.

Previous Versions

Name Date Modified Views Adds Version Actions
2/5/2026 8:55:45 PM
5
1
1
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Mmaimer_33

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