Bestiary · Humanoid

Human PR 5

Master Thief

The visible work is about forty minutes long. The planning takes the preceding year, down to the locksmith who supplied the house and can be bought a drink. He does not improvise and carries no weapon he expects to use. He has walked away from two jobs at the door because the street looked different from the week before.

Master Thief, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
16
Hit points
104 (16d8 + 32)
Proficiency
+3
  • STR 11 +0 save +0
  • DEX 20 +5 save +8
  • CON 14 +2 save +2
  • INT 17 +3 save +6
  • WIS 15 +2 save +2
  • CHA 14 +2 save +2
Skills
Acrobatics +8 , Deception +5 , Investigation +6 , Perception +5 , Sleight of Hand +8 , Stealth +8 , Technology +6
Passive Perception
15
Languages
Common, Meridian Cant
Found in
Settlement

Equipment

Traits

  • Advance Planning

    The thief knows the layout, staffing and security of any building he has chosen, including changes made in the past week.

  • Walk Away

    When a plan is disrupted, the thief takes the Disengage action as a free action and leaves. He does not return that night.

  • Evasion

    The thief takes no damage on a successful Dexterity save against an area effect, and half damage on a failure.

Actions

  • Multiattack

    The thief makes two Thin Blade attacks.

  • Thin Blade

    +8 to hit · reach 5 ft.

    1d6 + 5 piercing damage

    The blade deals an extra 4d6 damage if the target has not acted yet this combat.

  • Bypass Lock

    The thief opens any lock or mechanism within reach. A lock made to a standard he has not encountered takes one minute instead.

  • Vanish Bonus action

    The thief takes the Hide action. He has advantage on the check indoors.