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Thieves Guild Nightstalker

Medium Humanoid, any alignment


AC: 17 (Studded Leather)

HP: 66 (12d8+12) (Dwarf: 78)

Speed: 30 (Wood Elf: 35)


Str: 9(-1)
Dex: 20(+5)
Con: 12(+1)
Int: 12(+1)
Wis: 8(-1)
Cha: 12(+1)


Saves: Dex +7, Int +3

Skills: Stealth +9, Sleight of Hand +9, Perception +3, Investigation +5, (Human/Elf/Half Elf: Insight +1, Half Elf/Half Orcs: Intimidate +3), treat all rolls on Proficient skills that are 9 or less as 10 (then add modifier)

Senses: passive Perception: 13 (Dwarf/Elf/Gnome/Half Orc/Tiefling: Darkvision 60')

Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)

Immunities: (Elf: Sleep)

Languages: Common, Thieves' Cant, one other (Gnome: Small Beasts)

CR: 4 Proficiency: +2

FEATURES


SNEAK ATTACK: add 6d6 to damage on attack with (Finesse OR Ranged weapons) AND (ally within 5' of target OR Advantage on the attack) AND (no disadvantage)
SECOND STORY WORK: Climb at normal movement speed, Running Long Jump for 42', Running High Jump for 21'
EVASION: Half damage on failed Dex saved, and no damage on successful Dex saves
SUPREME SNEAK: Advantage on Hide checks if you moved no more than 15' this turn
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.
(Human) CROSSBOW EXPERT: Enemies within 5' doesn't cause ranged attack penalty, Ignore Loading quality of crossbows


ACTIONS


+2 LIGHT CROSSBOW: +9 to hit, range 80'/320', one target.Hit: 1d8+7
RAPIER: +7 to hit, reach 5', one target.Hit: 1d8+5
OFF HAND DAGGER: BXN, +7 to hit, reach 5' or range 20'/60', one target.Hit: 1d4
(Human) HAND CROSSBOW: BXN after Attack XN with one handed weapon, +7 to hit, reach 5', one target.Hit: 1d6+5
CUNNING ACTION: BXN, Dash, Disengage, Hide, Slieght of Hand, Disarm Traps, Pick Locks, or Use an Object
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 11 Dex vs 4d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +3 to hit, range 120', one target. Hit: 3d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 11 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.


REACTIONS


UNCANNY DODGE: Halve damage from an attack that you can see coming
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 11 vs 3d10 fire, save for half.


ITEMS


Rapier, +2 Light Crossbow, 100x bolts, 20x Daggers (Human: Hand Crossbow and 100x bolts), Boots of Striding and Springing, Bag of Holding, 5x Vials of Acid, 5x Vials of Alchemist's Fire, Studded Leather Armor, 10x bags of Caltrops, 10x bags of Ball Bearings, 5x Hunting Traps, 3x Potion of Healing


TACTICS


Place Clatrops, Ball Bearings and Traps in places to prevent people from closing in on you, disguise them. Hide before things start, pop out, shoot, hide again. Keep distance between you and the enemy, throwing caltrops and ball bearings out behind you to slow down pursuers. Run and jump away to escape, but you can pull out the Rapier and Dagger if you get cornered.