AC 13
HP 13 (2d8+4; bloodied 6)
Speed 30 ft., (40 ft. mounted)
Proficiency +2; Maneuver DC 13
Saving Throws Dex +5, Int +1
Skills Athletics +3, Deception +4, Insight +2 (1d4), Persuasion +4 (1d4), Sleight of Hand +5, Stealth +5
Senses passive Perception 10
Languages Spanish, Thieves’ Cant
Sneak Attack (1/turn). Sancho deals an extra 3 (1d6) damage when he 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 Sancho that isn’t incapacitated and Sancho doesn’t have disadvantage on the attack roll.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
BONUS ACTIONS
Cunning Action (1/turn). Sancho can use a bonus action to take the Dash, Disengage, or Hide action.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.