Master Thief
Medium humanoid (any race), any alignment
Armor Class
16 (studded leather armor)
Hit Points
84 (13d8+26)
Speed
30 ft.
STR
11 (0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (0)
WIS
11 (0)
CHA
12 (+1)
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
Challenge
5 (1,800 XP)
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 5ft., one target. Hit: 7 (1d6+4) piercing damage.
Light Crossbow. 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.