17 (Glamoured studded leather armor)
66 (12d8+12)
walk 30 ft.
Dex +7, Int +5
Acrobatics +7, Deception +9, Investigation +5, Perception +5, Persuasion +6, Stealth +10
poison
Thieves' cant
8
On each of its turns, the thief lord can use a bonus action to take the Dash, Disengage, or Hide action.
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.
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.
The thief lord makes two attacks with its 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.
Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.