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Master Thief

Medium humanoid (any), any alignment

Armor Class 17 (studded leather)
Hit Points 117 (18d8 + 36)
Speed 30 ft., climb 30 ft.

12 (+1) 20 (+5) 14 (+2) 16 (+3) 17 (+3) 15 (+2)

Saving Throws Dexterity +9, Intelligence +7, Wisdom +7
Skills Acrobatics +9, Athletics +5, Deception +6, Perception +7, Sleight of Hand +13, Stealth +13
Senses blindsight 10 ft., passive Perception 17
Languages Thieves’ cant, plus any two languages
Challenge 11 (7,200 XP)

Special Traits

  • Cunning Action. The master thief can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.
  • Daggermaster. The master thief deals an additional die of damage when attacking with daggers, and doubles both the short and long ranges of a thrown dagger (included in the attack).
  • Evasion. When the master thief 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 master thief can deal an extra 31 (9d6) 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 master thief 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 master thief doesn’t have disadvantage on the attack roll.


  • Multiattack. The master thief uses its Dagger Flourish and makes three Dagger attacks, or two Shortsword attacks.
  • Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
  • Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  • Dagger Flourish. One creature that is wielding a weapon within 5 feet of the master thief must make a DC 17 Strength saving throw. On a failed saving throw, all the attacks the master thief makes against the target until the end of its turn have advantage. In addition, the master thief can choose to apply one of the following effects to the target:
    • Blinding Strike. The target has disadvantage on attack rolls it makes until the end of its next turn.
    • Confounding Blades. The target can’t take reactions until the start of the target’s next turn.
    • Sneaky Maneuver. The target is pushed 5 feet away from the infiltrator.


  • Uncanny Dodge. The master thief halves the damage that it takes from one attack that hits it. The infiltrator 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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