Armor Class: 13 (Leather Armor)

Hit Points: 27 (6d8)

Speed: 30 feet

Skills:

  • Acrobatics: +5
  • Deception: +3
  • Stealth: +5
  • Perception: +4
  • Sleight of Hand: +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Thieves' Cant

Challenge: 2 (450 XP)

Abilities:

  • Sneak Attack: Once per turn, Silas can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll, or if another enemy of the target is within 5 feet of it.
  • Evasion: When subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Silas instead takes no damage on a successful save.
  • Cunning Action: On each of his turns, Silas can use a bonus action to take the Dash, Disengage, or Hide action.

Actions:

  • Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Equipment:

  • Leather Armor
  • Shortsword
  • Thieves' Tools
  • Burglar's Pack

Description: Silas Hess is a wiry and agile human who grew up in the bustling fishing town of Latestep. He developed a knack for stealth and cunning at an early age, eventually becoming one of the town's most skilled thieves. Silas is known for his nimble fingers and uncanny ability to blend into the shadows, making him a formidable figure in the criminal underworld.

Despite his criminal tendencies, Silas has a code of loyalty to those he considers friends, and he is fiercely protective of the town he calls home. He often acts as a local informant, using his knowledge of the town's secrets to help maintain a delicate balance between the criminal elements and the town's authorities.