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Medium humanoid (any race), any non-lawful alignment

Armor Class 14 (leather armor)
Hit Points 53 (10d8 + 8)
Speed 30 ft.

10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 16 (+3)

Skills Deception +6, Insight +6, Persuasion +6, Sleight of Hand +6, Stealth +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Special Traits

  • Dirty Trick. The scoundrel can use a bonus action to take the Disengage action. When the scoundrel takes the Disengage action, it can find an object (such as debris, a torch, or a drink) to toss at a creature within 5 feet of it. The target must make a DC 13 Dexterity saving throw. On a failure, the creature suffers disadvantage on its next attack roll before the start of the scoundrel’s next turn.
  • Sneak Attack (1/Turn). The scoundrel deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scoundrel that isn’t incapacitated and the scoundrel doesn’t have disadvantage on the attack roll.


  • Multiattack. The scoundrel makes two attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Improvised Weapon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


  • Uncanny Dodge. When an attacker that the scoundrel can see hits it with an attack, the scoundrel can use its reaction to halve the attack’s damage against it.


Scoundrels use their smile, quick wits, and dirty tricks to find their way into and out of trouble. These opportunistic rogues can turn nearly anything into a weapon and are known to quickly switch from friend to foe.

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