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Medium humanoid (any race), any alignment

Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

13 (+1) 18 (+4) 14(+2) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Dexterity +7, Intelligence +4
Skills Athletics +4, Acrobatics +7, Perception +8, Stealth +10
Senses passive Perception 18
Languages Thieves’ cant plus any two languages
Challenge 7 (2,900 XP)

Special Traits

  • Cunning Action. On each of its turns, the sabre can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack (1/turn). Once per turn, the sabre deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the sabre that isn’t incapacitated and the sabre doesn’t have disadvantage on the attack roll.


  • Multiattack. The sabre makes one Dagger attack or uses its Dagger Flourish ability, and makes two Rapier attacks.
  • Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Dagger Flourish. One creature that is wielding a weapon within 5 feet of the sabre must make a DC 15 Strength saving throw. On a failed saving throw, all the attacks the sabre makes against the target until the end of its turn have advantage.


  • Parry. The sabre adds 3 to its AC against one melee attack that would hit it. To do so, the sabre must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

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