Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws CON +4
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Pack Tactics. The runner has advantage on an attack roll against a creature if at least one of the runner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The runner makes two melee attacks.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) Piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d6+3) piercing damage.
Bonus Actions
As quick and cunning as they are they can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.