Monster
Master Thief
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (studded leather)
- Hit points
- 83 (13d8 + 26)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Any alignment
- Strength
- 11
- Dexterity
- 18
- Constitution
- 14
- Intelligence
- 11
- Wisdom
- 11
- Charisma
- 12
- Passive Perception
- 13
- Saving Throws
- dex: +7; int: +3
- Skills
- acrobatics: +7; athletics: +3; perception: +3; sleight of hand: +7; stealth: +7
- Languages
- any one language (usually Common) plus Thieves' cant
Traits
Cunning Action
On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion
If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn)
The thief deals an extra 14 (4d6) 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 thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.
Actions
Multiattack
The thief makes three attacks with its shortsword.
Shortsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Uncanny Dodge
The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.