Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any three
Traits
Crossbow Expert
The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.
Cunning Celerity
The master thief takes two bonus actions on each of their turns.
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 assassin 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 assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.
Actions
Light Crossbow
+11 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d8+5 poison damage.
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.
Multiattack
The master assassin attacks twice.
Shortsword
+11 to hit, reach 5 ft (1.5 m). Hit: 1d6+5 poison damage.
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.
Bonus Actions
Cunning Action
The assassin takes the Dash, Disengage, Hide, or Use an Object action.
Rapid Attack
The assassin attacks with their shortsword.
About Master Thief
Master Thief is a medium humanoid with a Challenge Rating of 17. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 143 hit points (derived from 22d8+44).
Master Thief has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Master Thief
2 tips available
GM Tips: Using Master Thief
When using Master Thief in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Master Thief
2 strategies available
Player Guide: Facing Master Thief
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 17.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 30,600 XP
- Hard: 45,900 XP
- Deadly: 61,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Master Thief?
- Master Thief has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
- What type of creature is Master Thief?
- Master Thief is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Master Thief speak?
- Master Thief can communicate in any three.
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