Knave Adept

Medium humanoid (any), any alignment

Armor Class 16 (studded leather)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 18 (+4) 16 (+3) 15 (+2)

Saving Throws Dexterity +7, Intelligence +7
Skills Acrobatics +7, Arcana +7, Athletics +3, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Thieves’ cant, plus any two languages
Challenge 8 (3,900 XP)

Special Traits

  • Adept’s Legerdemain. The knave adept can summon a magical dagger, rapier, or shortsword, or a set of thieves’ tools, as a bonus action on its turn. They count as magical for the purposes of damage resistances and immunities. The items disappear after 1 minute. In addition, the knave adept can expend a spell slot when conjuring a weapon. When it does so, the weapon deals an additional 3 (1d6) damage for a 1st level spell slot, plus 3 (1d6) for each additional spell slot level above 1st, until the weapon is dismissed.
  • Cunning Action. The knave adept can use a bonus action on its turn to take the Dash, Disengage, or Hide action.
  • Evasion. When the knave adept is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if the saving throw is successful, and only half damage if the roll is a failure.
  • Sneak Attack. Once per turn, the knave adept can deal an extra 21 (6d6) damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or ranged weapon. The knave adept doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the knave adept doesn’t have disadvantage on the attack roll.
  • Spellcasting. The knave adept is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It knows the following wizard spells.

Actions

  • Multiattack. The knave adept makes two Dagger, Rapier, or Shortsword attacks.
  • Dagger. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Rapier. +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Shortsword. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Reactions

  • Uncanny Dodge. The knave adept halves the damage that it takes from one attack that hits it. The knave adept must be able to see the attacker to use this ability.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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