Special Equipment: The Mad Hermit wears a ring of protection. Cunning Action: On each of its turns, the Mad hermit can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/turn): THe Mad Hermit deals an extra 7 2d6 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 the Mad Hermit that isn't incapacitated and the Mad Hermit doesn't have disadvantage on the attack roll.
+1 Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft, or range 20/60, one target. Hit: 6 1d4+4 piercing damage.