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 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 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 ato a frontal assault.
CR 0–2 1 or 2 ; with 1d4 ; with ; 1 or 2
Treasure 60 gp, 300 sp,
CR 3–4 3 or 4 or ; with 2 or 3 ; with , , , or
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 or takes 1 piercing and 10 [3d6] poison damage)
CR 5–10 ; with 2 or ; with 1d4 + 4 ; ; with 2
Treasure 1,000 gp, single name on a piece of paper, ,
CR 11–16 2 ; with , , , or ; with 1d6 + 2 or
Treasure 5 well-hidden yellow sapphires (1,000 gp each), ,
CR 17–22 ;
Treasure 1,000 pp, list of 10 names (6 crossed off), 2 doses pale tincture poison (650 gp each), [[potion of invisibility]], ,
CR 23–30 or with , , , or
Treasure 15,000 gp, platinum ruby ring (7,500 gp), 3 doses (2,000 gp each), lock of hair in a vial, , 2 , , ,
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.