14 (leather)
44 (8d8 + 8)
walk 30 ft.
acrobatics +5, deception +6, sleight of hand +5, stealth +7
Thieves' cant plus any two languages
3
+2
The scoundrel is a 3rd level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It knows the following spells from the wizard spell list: • Cantrips (at will): mage hand (the hand is invisible), minor illusion, prestidigitation • 1st level (4): charm person, disguise self, sleep • 2nd level (2): invisibility, suggestion
On each of its turns, the scoundrel can use a bonus action to take the Dash, Disengage, or Hide action.
The scoundrel 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 scoundrel that isn't incapacitated and the scoundrel doesn't have disadvantage on the attack roll.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.