Medium humanoid, any alignment
- Armor Class
- 16 (studded leather armor)
- Hit Points
- 83 (13d8 + 26)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Dex +7, Int +3
- Skills
- Stealth +7, Athletics +3, Acrobatics +7, Perception +3, Sleight of hand +7
- Senses
- passive Perception 13
- Languages
- any one language (usually Common) plus Thieves' cant
Traits
On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
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.
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
The thief makes three attacks with its shortsword.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.