Skip to main content



AC 12

HP 27 (6d8; bloodied 13)

Speed 30 ft.

Proficiency +2; Maneuver DC 12

Saving Throws Dex +4, Wis +4

Skills Deception +4, Insight +4, Investigation +3, Perception +4, Persuasion +4, Sleight of Hand +4, Stealth +4

Senses passive Perception 14

Languages any two

Sneak Attack (1/Turn). The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroat’s target is within 5 feet of an ally of the cutthroat while the cutthroat doesn’t have disadvantage on the attack.


Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Cunning Action. The cutthroat takes the Dash, Disengage, Hide, or Use an Object action.

Rapid Attack. The cutthroat attacks with their shortsword.


Cutthroats range from back-alley murderers to guild thieves to dungeon delvers. They prefer a surprise attack to a frontal assault.


CR 0–2 1 or 2 cutthroats ; cutthroat with 1d4 bandits ; cutthroat with thug ; 1 or 2 spies

Treasure 60 gp, 300 sp, potion of climbing

CR 3–4 3 or 4 cutthroats or spies ; cutthroat with 2 or 3 thugs ; cutthroat with berserker , doppelganger , minstrel , or veteran

Treasure 120 gp, costume jewelry and pair of silver and onyx earrings (75 gp) in a silver jewelry box (200 gp) trapped with a poison needle (opener succeeds on a DC 14 Dexterity saving throw or takes 1 piercing and 10 [3d6] poison damage) 

CR 5–10 assassin ; assassin with 2 thugs or cutthroats ; assassin with 1d4 + 4 bandits ; spymaster ; spymaster with 2 spies

Treasure 1,000 gp, single name on a piece of paper, potion of poison , hat of disguise

CR 11–16 2 assassins ; assassin with blackguard , duelist , mage , or shadow demon ; assassin with 1d6 + 2 thugs or cutthroats

Treasure 5 well-hidden yellow sapphires (1,000 gp each), potion of invisibility , dagger of venom

CR 17–22 master assassin ; master thief

Treasure 1,000 pp, list of 10 names (6 crossed off), 2 doses pale tincture poison (650 gp each), [[potion of invisibility]], boots of elvenkind , sword of life stealing (shortsword)

CR 23–30 master assassin or master thief with archmage , assassin , half-shadow dragon assassin , or shield guardian

Treasure 15,000 gp, platinum ruby ring (7,500 gp), 3 doses purple worm poison (2,000 gp each), lock of hair in a vial, potion of invisibility , 2 potions of supreme healing , bag of holding , cloak of the bat , rod of security

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.