# Master Thief *Medium* *Humanoid* - **Armor Class:** 18 - **Hit Points:** 143 (22d8+44) - **Speed:** walk 30 ft. - **Challenge Rating:** 17 (18,000 XP) - **Source:** A5e Monstrous Menagerie, page 469 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 20 (+5) | 14 (+2) | 15 (+2) | 12 (+1) | 12 (+1) | - **Saving Throws**: Dex +11, Int +8, Wis +7 - **Skills:** acrobatics +11, deception +7, perception +7, sleight +0, stealth +11 - **Senses:** blindsight 20 ft., darkvision 60 ft., passive Perception 17 - **Languages:** any three ### Special Abilities - **Crossbow Expert:** The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls. - **Deadly Poison:** As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour - **Evasion:** When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure. - **Sneak Attack (1/Turn):** The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack. - **Cunning Celerity:** The master thief takes two bonus actions on each of their turns. ### Actions - **Multiattack:** The master assassin attacks twice. - **Shortsword:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success. - **Light Crossbow:** Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success. ### Bonus Actions - **Cunning Action:** The assassin takes the Dash, Disengage, Hide, or Use an Object action. - **Rapid Attack:** The assassin attacks with their shortsword.