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Master Thief

Challenge
Terrain
str
20
dex
20
con
14
int
15
wis
12
cha
12

AC 18 (leather brigandine)

HP 143 (22d8 + 44; bloodied 71)

Speed 30 ft.


Proficiency +6; Maneuver DC 19

Saving Throws Dex +11, Int +8, Wis +7

Skills Acrobatics +11, Deception +7 (+1d6), Perception +7, Sleight of Hand +11, Stealth +11 (+1d8)

Senses blindsight 20 ft., darkvision 60 ft., passive Perception 17

Languages any three


Crossbow Expert. The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesn’t impose disadvantage on the master assassin’s 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 thief 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 thief deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master thief’s target is within 5 feet of an ally of the master thief while the master thief doesn’t have disadvantage on the attack. 

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


ACTIONS

Multiattack. The master thiefattacks 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 thief takes the Dash, Disengage, Hide, or Use an Object action.

Rapid Attack. The thief attacks with their shortsword.

Description

Master thieves pride themselves on being able to steal anything, no matter how well-guarded. Many master thieves avoid killing when possible.

Encounters

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.