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5ead/monsters/md/a5e_monstrous_menagerie/master-thief-a5e.md
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# 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.