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5ead/monsters/md/a5e_monstrous_menagerie/master-thief-a5e.md
2025-06-07 07:58:30 -05:00

2.4 KiB

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.