Thief Lord

Medium humanoid (any race), Lawful Evil

Armor Class

17 (Glamoured studded leather armor)

Hit Points

66 (12d8+12)

Speed

walk 30 ft.

Saves

Dex +7, Int +5

Skills

Acrobatics +7, Deception +9, Investigation +5, Perception +5, Persuasion +6, Stealth +10

Damage Resistances

poison

Languages

Thieves' cant

Challenge

8

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.

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.