AC 12
HP 27 (6d8; bloodied 13)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Dex +4, Wis +4
Skills Deception +4, Insight +4, Investigation +3, Perception +4, Persuasion +4, Sleight of Hand +4, Stealth +4
Tools Alchemist’s Supplies +4
Senses passive Perception 14
Languages Common
Sneak Attack (1/Turn). The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroat’s target is within 5 feet of an ally of the cutthroat while the cutthroat doesn’t have disadvantage on the attack.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
BONUS ACTIONS
Cunning Action. The cutthroat takes the Dash, Disengage, Hide, or Use an Object action.
Rapid Attack. The cutthroat attacks with their shortsword.
These three orphans ( Gord , Beej and Poke ) think they’re a slick criminal group but are really more paid gossips. They spend a lot of time with Ugg (who is very protective of them) and often find themselves in minor trouble, but may overreach their grasp in the near future. Gord is in love with Ariadne and will soon come of age; he may find himself making a decision that is at once noble and a little foolish, though in the long run will see him become the apple of someone’s eye. Beej and Poke are commoners , but their more experienced brother Gord is a cutthroat variant spy .
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.