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.

medium
humanoid
cr3
nerzugals-extended-bestiary