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Master Thief

Size
Medium
Type
Humanoid
Challenge Rating
17
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
18
Speeds
30
Walking Speed
30
Strength Score
20
Dexterity Score
20
Constitution Score
14
Intelligence Score
15
Wisdom Score
12
Charisma Score
12
Saving Throws
Dexterity, Intelligence, Wisdom
Skill Proficiencies
Acrobatics, Deception, Perception, Sleight of Hand, Stealth
Vision
Darkvision (60ft)
Languages Ref
any three
Hit Points
143

Medium humanoid


Armor Class 18

Hit Points 143 (22d8+44)

Speed 30 ft.


STR
20 (+5)
DEX
20 (+5)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
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

Challenge 17 (18,000 XP)

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.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.