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Master Thief A5E

CR 17 humanoid

Medium humanoid, chaotic evil


Armor Class
18
Hit Points
143 (22d8+44)
Speed
30 ft.

STR20 (+5)
DEX20 (+5)
CON14 (+2)
INT15 (+2)
WIS12 (+1)
CHA12 (+1)

Saving Throws
Dexterity +11, Intelligence +8, Wisdom +7
Skills
Acrobatics +11, Deception +7, Perception +7, Stealth +11
Senses
blindsight 20 ft., darkvision 60 ft., passive Perception 17
Languages
any three
Challenge
17 (18,000 XP) · Proficiency Bonus +6

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.

Cunning Celerity.

The master thief takes two bonus actions on each of their turns.

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.

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.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details