| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
14 |
+2 |
+4
|
| CON |
10 |
+0 |
+0
|
| INT |
10 |
+0 |
+0
|
| WIS |
16 |
+3 |
+3
|
| CHA |
14 |
+2 |
+2
|
Small
Humanoid (Any)
AC
12
HP
18
(4d8)
- Speed
- 30ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Sleight of hand +4
- Gear
- Dagger, Sling, Thieves' tools
Actions
- Dagger
- Melee Weapon Attack, one target, 5ft. reach, +4 to hit, 1d4+2 slashing damage.
- Sling
- Ranged Weapon Attack, one target, 30/120 ft range, +4 to hit, 1d4+2 bludgeoning damage.
- Trip
- The Stowaway tries to trip a Medium or smaller creature within 5 feet. The target must succeed on a DC 14 Dexterity saving throw or have the Prone condition.
- Escape Artist (Recharge 6)
- The Stowaway escapes from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Bonus Actions
- Survival Instinct
- The Stowaway takes the Disengage or Hide action.
Notes
Trying to find a better life, the stowaway is an evasive scoundrel used to a life on the road. Valuing their freedom above all else, they will do anything to avoid captivity. Easily bored, they are often to be found exploring hidden corners and hiding in strange and unlikely places.