Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Skills Intimidation +2, Sleight of hand +4, Stealth +4
Senses passive Perception 10
Languages Common
Challenge —
Sneak Attack (1/Turn). Darz deals an extra 7 (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 Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.
Roleplaying Information. In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. Ideal: "You can run from your past, but you can't hide from it." Bond: "I've made a new life in Triboar. I'm not gonna run away this time. " Flaw: "I have no regrets. I do whatever it takes to survive."
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Darz carries twenty sling stones.
SKT, p. 253