The Luck Thief

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Luckthief

Medium humanoid (any race), any alignment


  • Armor Class 14 (leather, 18 with Luck Siphon)
  • Hit Points 156 (24d6 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 13 (+1) 14 (+2) 19 (+4)

  • Saving Throws Dex +7. Cha +8
  • Skills Acrobatics +7, Stealth +7
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge 10 (5,900 XP)

Better Lucky than Good. When the luckthief is subject to a random effect from a table, the effect is rolled twice and the luckthief picks the result.

Evasion (1/Round). If the luckthief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the luckthief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fortuitous Strike (1/Round). The luckthief deals an extra 11 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.

Luck Siphon. While the luckthief has at least one creature within 30 ft. of it, it adds it's proficiency bonus (+4) to it's AC, and has advantage on all ability checks, attack rolls, and saving throws. Any creatures that starts it's turn within 30 ft. or moves to within 30 ft. of luckthief on their turn must make a DC 16 Wisdom Saving throw. On a failure, the creature has disadvantage on all ability checks, attack rolls, and saving throws until the start of their next turn. This ability is magical.

Actions

Multiattack. The luckthief makes two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions>

Fortune's Friend (1/Day). When the luckthief makes a saving throw the Luckthief can treat the roll as a 20.

Legendary Actions

The luckthief can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The luckthief regains spent legendary actions at the start of its turn.

Dagger. The luckthief makes a dagger attack.

You're joking (1/Round). A highly unlikely and fortuitous event allows the luckthief to move up to 60ft. in any direction. This movement does not provoke attacks of opportunity.

That's unfortunate (1/Round). The luckthief chooses a creature within 30ft of him. This creature is the target of a highly unlikely and ill-fated event. The target must make a DC 16 Strength, Dexterity or Constitution Saving throw (determined based on the event) or suffer 11 (3d6) points of piercing, slashing or bludgeoning damage, as appropriate.


 

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