Queen of Thieves

Medium humanoid, Neutral Evil

Armor Class

23 (canny defense, mage armor)

Hit Points

120 (20d8 + 20)

Speed

walk 30 ft.

Saves

dex +10, int +10

Skills

acrobatics +10, arcana +10, deception +14, insight +8, perception +8, persuasion +9, sleight of hand +10, stealth +15

Condition Immunities

Charmed

Senses

darkvision 60 ft.

Languages

Common, Dwarvish, Elvish, Undercommon

Challenge

15

Proficiency Bonus

+15

Innate Spellcasting

The Queen of Thieves' innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material, somatic, or verbal components: • At will: detect thoughts, disguise self, suggestion

Spellcasting

The Queen of Thieves is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared: • Cantrips (at will): chill touch, mage hand, message, minor illusion, prestidigitation • 1st level (4 slots): feather fall, mage armor, shield, sleep • 2nd level (3 slots): mirror image, misty step, see invisibility • 3rd level (3 slots): gaseous form, hypnotic pattern, major image • 4th level (3 slots): dimension door, greater invisibility, polymorph • 5th level (3 slots): dominate person, scrying, seeming • 6th level (2 slots): eyebite, mass suggestion • 7th level (2 slots): forcecage, project image • 8th level (1 slot): feeblemind • 9th level (1 slot): foresight

Special Equipment

The Queen of Thieves wears an amulet of proof against detection and location and a spymaster's signet. She wields a +3 rapier.

Canny Defense

While the Queen of Thieves is wearing light or no armour and wielding no shield, her AC includes her Intelligence modifier.

Sneak Attack (1/Turn)

The Queen of Thieves deals an extra 18 (5d6) damage when she 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 Queen of Thieves that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Legendary Resistance (3/Day)

If the Queen of Thieves fails a saving throw, she can choose to succeed instead.

Memory Thief

Creatures are not aware when the Queen of Thieves reads their thoughts or charms them. Additionally, when a spell cast by the Queen of Thieves that causes creatures to become charmed ends, she can make the affected creatures lose their memories. They must succeed on a DC 18 Intelligence saving throw or forget up to 8 hours of the time spent charmed by her. These memories can be restored with a heal spell or similar magic.

Actions

+3 Rapier

Melee Weapon Attack: +13 to hit, reach 5 ft., one target Hit: 13 (1d8 + 8) piercing damage.

Dagger

Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 7) piercing damage.

Legendary actions

Legendary Actions (3/Turn)

The queen of thieves can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The queen of thieves regains spent legendary actions at the start of its turn.

Attack

The Queen of Thieves makes one melee or ranged attack.

Move

The Queen of Thieves moves up to her speed without provoking opportunity attacks.