b'Epic Rogue \n'b'  Family:   NPC  \n'b'  Small   humanoid  (lightfoot  halfling ),  chaotic evil  rogue (thief, assassin) 23 \n'b'  Armor Class  21 (+3 studded leather armor,  ring of protection )  Hit Points  209 (23d8+92)  Speed  25 ft., fly 25 ft.\n'b' STATS STR: 10 (+0) DEX:  20 (+5)  CON:  18 (+4)  INT:  12 (+1)  WIS:  10 (+0)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +1,  Dex  +13,  Con  +5,  Int  +9,  Wis  +8,  Cha  +5; Proficiency +7  Skills   Athletics  +7,  Deception  +18,  Investigation  +15,  Perception  +14,  Sleight of Hand  +12,  Stealth  +19; disguise kit +8, poisoner\xe2\x80\x99s kit +8, thieves\xe2\x80\x99 tools +12  Senses  blindsense 10 ft., passive  Perception  24  Languages  Common, Halfling, Thieves\xe2\x80\x99 Cant \n'b' ACTIONS \n'b'\n'b'  Bags of Holding . The epic rogue carries 2 bags of holding (one of which no one else knows about). \n'b'  Blindsense . If the epic rogue is able to hear, they are aware of the location of any hidden or  invisible  creature within 10 feet of them. \n'b'  Bravery . The epic rogue has advantage on saving throws against  fear . \n'b'  Cunning Action (1/Turn) . The epic rogue can use a bonus action to take the  Dash ,  Disengage ,  Hide , or Use Object action, or make a  Dexterity  ( Sleight of Hand ) check, or use thieves\xe2\x80\x99 tools to disarm a trap or open a lock. \n'b'  Elusive . No  attack  roll has advantage against the epic rogue while they aren\xe2\x80\x99t  incapacitated . \n'b'  Evasion . When the epic rogue is subjected to an effect that allows them to make a  Dexterity  saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. \n'b'  Expert Impersonator . With 25 gold and 7 days the epic rogue can create a complete false identity for themself. \n'b'  Halfling Nimbleness . The epic rogue can move through the space of any creature that is of a  size  larger than them. \n'b'  Lucky . When the epic rogue rolls a 1 on the d20 for an  attack  roll, ability check, or saving throw, they can reroll the die and must use the new roll. \n'b'  Naturally Stealthy . The epic rogue can attempt to  hide  even when they are obscured only by a creature that is at least one  size  larger than them. \n'b'  Prestige . Commoners and other NPCs recognize the epic rogue or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic rogue is the leader of a criminal organization or spy network with 7 lieutenants in settlements or locations throughout the world. The  rogue\xe2\x80\x99s  agents communicate through Thieves\xe2\x80\x99 Cant and couriers, though when there is a dire concern they can pay spellcasters to provide magical communication. Each settlement with one of the  rogue\xe2\x80\x99s  agents produces 100 gold each month. \n'b'  Reliable Talent . Whenever the epic rogue makes an ability check that lets them add their proficiency bonus, they can treat a d20 roll of 9 or lower as a 10. \n'b'  Ring of Invisibility . The epic rogue can turn  invisible  as an action. Anything they are wearing or carrying is  invisible  with them. The epic rogue remains  invisible  until the ring is removed, until they  attack  or  cast a spell , or until they use a bonus action to become visible again. \n'b'  Second-Story Work . Climbing does not cost the epic rogue extra movement, and when they make a running jump, the distance they cover increases by 5 feet. \n'b'  Slay . When the epic rogue attacks a creature that hasn\xe2\x80\x99t yet taken a turn, they have advantage, and when they hit a surprised creature the epic rogue scores a critical hit. \n'b'  Sneak Attack (1/Turn) . The epic rogue deals an extra 41 (12d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue\xe2\x80\x99s that isn\xe2\x80\x99t  incapacitated  and the epic rogue doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Stroke of Luck (1/Short Rest) . If the  rogue\xe2\x80\x99s   attack  misses a target within range, they can turn the miss into a hit. Alternatively, if the epic rogue fails an ability check, they can treat the d20 roll as a 20. \n'b'  Supreme Sneak . The epic rogue has advantage on a  Dexterity  ( Stealth ) check if they move no more than half their speed on the same turn. \n'b'  Thief\xe2\x80\x99s Reflexes . The epic rogue can take two turns during the first round of any combat. They take their first turn at their normal  initiative  and their second turn at their  initiative  minus 10. The epic rogue can\xe2\x80\x99t use this feature when they are surprised. \n'b'  Use Magic Device . The epic rogue ignores all class, race, and level requirements on the use of magic items. \n'b'  Vanish in Plain Sight . When the epic rogue sees a creature look in their direction, they can use their  reaction  to  hide  even if they have nothing to hide behind as long as they remain in the same square without moving or taking actions. Until the epic rogue moves or takes an action or a reaction, they are  invisible  to that creature. If the epic rogue is targeted by an effect that requires a  Dexterity  saving throw, they may choose to fail it to remain  invisible  to the creature. \n'b'  Winged Boots . While the epic rogue wears these boots, they have a flying speed equal to their walking speed. They can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If the epic rogue is flying when the duration expires, they descend at a rate of 30 feet per round until they land. The boots regain 2 hours of flying capability for every 12 hours they aren\xe2\x80\x99t in use. \n'b'\n'b' ACTIONS \n'b'\n'b'  Two-Weapon Fighting . The epic rogue attacks once and may spend their bonus action to make an additional  attack  with their +3 dagger (which does not gain their +5  Dexterity  bonus to damage). \n'b'  +3 Shortsword .  Melee Weapon Attack : +15 to hit, reach 5 ft., one target.  Hit : 11 (1d6+8) magical piercing damage. \n'b'  +3 Dagger .  Melee or Ranged Weapon Attack : +15 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 10 (1d4+8) magical piercing damage. When thrown, the dagger returns to the  rogue\xe2\x80\x99s  hands immediately after it hits or misses the target. \n'b'\n'b' REACTIONS \n'b'\n'b'  Uncanny Dodge . When an attacker the epic rogue can see hits them with an  attack , they can use their  reaction  to halve the attack\xe2\x80\x99s damage against them. \n'b'\n'b' ABOUT \n'b' There is no safety from the epic epic rogue. They can get anywhere, likely undetected, do as they will, and then escape with nary anyone being the wiser. The most dangerous dungeons, well-guarded castles, and holiest shrines have all proven insufficient at rebuffing them, and the epic rogue has had riches aplenty to show for their troubles. The world is there for the rogue\xe2\x80\x99s taking-yet the taking is getting easy and where\xe2\x80\x99s the thrill in that? \n'b'  New Riches . The epic rogue has stolen whatever\xe2\x80\x99s been worth stealing and traded it off to gain favors from acquaintances, make good on old debts, and for a few months of reckless abandon here or there. At this point pocket change pilfered from a few kingdom vaults won\xe2\x80\x99t satisfy their greed, and the epic rogue instead seeks to thieve the finest treasures of distant realms instead. \n'b'  New Schemes . Gold is good but the jealousy and awe of a crowd can be even more satisfying, and even the best told tall tale fails in comparison to the harrowing details of a truthful account. The epic rogue knows that to achieve their greatest exploits yet they\xe2\x80\x99ll need commensurate challenges, and they\xe2\x80\x99ll go wherever they might be. \n'b'  New Secrets . Trading in high valued goods and sacred relics have taught the epic rogue that knowledge is what\xe2\x80\x99s really worth having. The spellwork of mages is one thing-which the epic rogue recognizes the usefulness of-but secrets are more valuable. The more powerful the entity, organization, or government, the more power those have.'