Tavern Gambler
Medium humanoid (any race), any alignment
Armor Class
15 (studded leather)
Hit Points
55 (10d8 + 10)
Speed
30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Senses
passive Perception 13
Saving Throws
Dex +6, Int +3
Skills
Acrobatics +6, Insight +9, Persuasion +6, Sleight of Hand +9, Stealth +6
Languages
Any two languages and Thieves' Cant
Challenge
3 (700 XP)
Cunning Action. As a bonus action, the gambler can take the Dash, Disengage, or Hide action.
Lucky Charm. When the gambler rolls a natural 1 for an attack roll or skill check, it can reroll and take the second result instead. The gambler also has advantage on skill checks for dice and card games.
Sneak Attack (1/Turn). The gambler deals an extra 14 (4d6) 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 gambler that isn’t incapacitated and the gambler doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The gambler makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Uncanny Dodge (1/Turn). The gambler halves the damage that it takes from an attack that hits it. The gambler must be able to see the attacker.