LGtC:Gold Coast Smuggler

Gold Coast Smuggler
Medium Humanoid (any race), any non-lawful alignment

Armor Class 13 (padded armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., swim 30 ft.

14 (+2) 15 (+2) 13 (+1) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Agi +4
Skills Animal Handling +3, Athletics +4
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Senses passive Perception 11
Languages Tamrielic

Challenge 2 (450 XP)Proficiency Bonus +2
Multiattack. The smuggler makes two attacks with its Scimitar.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Ball Bearings (1/Day). The smuggler tosses a pouch of ball bearings at a point it can see within 15 feet of it. The ball bearings cover a 10-foot square and roll away after 1 minute or when a creature moves through that area. Any creature that enters that area for the first time on a turn, or starts its turn there must succeed on a DC 10 Agility saving throw or be knocked prone. A creature moving through the area at half speed doesn't need to make the save.
Bonus Actions
Cunning Action. The smuggler takes the Dash, Disengage or Hide action.

Found In: Legionnaire's Guide to Cyrodiil