Black-Market Fence
OriginalMedium humanoid (any race), any non-lawful alignment
Found in the back room of a respectable shop, if you know which door to knock on. Asks no questions and expects the same courtesy, and charges about half again the list price for the privilege.

Armor Class 13 (armor)
Hit Points 27 (6d8)
Speed 30 ft.
- STR
- 10
- +0
- DEX
- 14
- +2
- CON
- 11
- +0
- INT
- 14
- +2
- WIS
- 13
- +1
- CHA
- 16
- +3
Skills Deception +5, Insight +3, Persuasion +5, Sleight of Hand +4
Senses passive perception 11
Languages Common, Thieves' Cant plus any one language
Challenge 1 (200 XP)
Proficiency Bonus +2
Cunning Action. On each of its turns, the fence can use a bonus action to take the Dash, Disengage or Hide action.
Sneak Attack (1/Turn). The fence deals an extra 7 (2d6) damage when it 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 fence that isn't incapacitated and the fence doesn't have disadvantage on the attack roll.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Wares
| Item | Price |
|---|---|
| Thieves' tools | 40 gp |
| Basic poison (vial) | 150 gp |
| Disguise kit | 40 gp |
| Forgery kit | 25 gp |
| Forged papersPer document; ready the next day | 25–100 gp |
| Caltrops (bag of 20) | 2 gp |
| Manacles | 3 gp |
| Stolen goodsBuys anything, at a third of its worth | Varies |