Thief Lord
Creature Codex (3pp)
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- lawful evil
- AC
- 17 (Glamoured studded leather armor)
- Hit Points
- 66 (12d8+12)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +7, Int +5
- Skills
- Acrobatics +7, Deception +9, Investigation +5, Perception +5, Persuasion +6, Stealth +10
- Resistances
- poison
- Passive Perception
- 15
- Languages
- Thieves' cant
- Challenge
- 8
Traits
Cunning Action
On each of its turns, the thief lord can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion
If the thief lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn)
The thief lord deals an extra 14 (4d6) 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 thief lord that isn't incapacitated and the thief lord doesn't have disadvantage on the attack roll.
recharge
1/TURN
Actions
Multiattack
The thief lord makes two attacks with its rapier.
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Hand Crossbow
Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Protect Me
When a creature the thief lord can see targets it with an attack, the thief lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally.
The chosen ally becomes the target of the attack instead.