{"name":"Mad Hermit","cr":"1\/2 (100 XP)","types":"humanoid (human)","size":"Medium","languages":"Common, Draconic, Thieves' Cant","alignment":"Chaotic Evil","description":"","suggestedenvironment":"","ac":"15 (leather armor, [i]ring of protection[\/i])","hitpoints":"27 [roll:5d8+5]","strength":"12","dexterity":"17","constitution":"12","intelligence":"10","wisdom":"12","charisma":"7","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"passive Perception 13","skills":"Deception +2, Perception +3, Sleight of Hand +5, Stealth +7","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[b]Special Equipment:[\/b] The Mad Hermit wears a ring of protection. \r\n[b]Cunning Action:[\/b] On each of its turns, the Mad hermit can use a bonus action to take the Dash, Disengage, or Hide action. \r\n[b]Sneak Attack (1\/turn): [\/b]THe Mad Hermit deals an extra 7 [roll:2d6] damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mad Hermit that isn't incapacitated and the Mad Hermit doesn't have disadvantage on the attack roll. ","actions":"[i][b]+1 Dagger:[\/b] Melee or Ranged Weapon Attack:[\/i] +6 to hit, reach 5 ft, or range 20\/60, one target. [i]Hit:[\/i] 6 [roll:1d4+4] piercing damage. ","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"human,into the borderlands","templateId":"21","blockId":"334341","isShared":"on"}