Remove these ads. Join the Worldbuilders Guild

Mad Hermit

Medium humanoid (human), chaotic evil
Armor Class 15 (leather armor, ring of protection)
Hit Points 27 5d8+5
Speed 30ft

STR
12 +1
DEX
17 +3
CON
12 +1
INT
10 0
WIS
12 +1
CHA
7 -2

Skills Deception +2, Perception +3, Sleight of Hand +5, Stealth +7
Senses passive Perception 13
Languages Common, Draconic, Thieves' Cant
Challenge 1/2 (100 XP)


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.


Actions

+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.


 

Created by

beetrroot.

Statblock Type

Monster / Creature

Link/Embed