Medium Humanoid (Kenku, Locathah, Orc, Tiefling), Lawful Evil
Armor Class 16 Enchanced Breastplate (medium)
Hit Points 114 (6d10 + 25)
Speed 40 ft., Climb 30 ft.
STR
13 (+1)
DEX
19 (+4)
CON
13 (+1)
INT
18 (+4)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +8
Skills Acrobatics +8, Sleight of Hand +7
Damage Resistances Slashing, Damage Dealt By Traps
Condition Immunities Charmed, Frightened, Grappled, Invisible
Senses Passive Perception 15
Languages Common, Thieves' Cant , and most languages, due to being thieves in the most popular vacation city.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Invisibility.  As result of the experiments of the thieves' guilds artificers, all four of the arch thieves are capable of temporary invisibility. (mostly for 15 mins.)

Knowledge of deception. Given the arch thieves experience, and knowledge of people, they can't be tricked through deception and they can't be persuated because of their loyalty towards the Nightingale. As a result of this, they can easily manipulate people. (Immune to deception and persuation, and they have advantage on charisma checks.)

Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The thief 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 thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.

 

Actions

Multiattack. The thief makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

Cunning footwork. Due to being fit to the thief lifestyle they are capable of moving with such elegance, and concentration that most people can hardly comprehend their speed, and almost nobody can predict their movements. (They can move through the battlefield in combat without the enemies' ability to react to them, similarly to the swashbuckler archtype for rogue, see in Xanathar's guide to Everything.)

Uncanny reflexes. As a result of their overwhelming experience they can react to anything even before it happens. (they can react to a thing before it happens, like for example if they are being hit, they can react to it before their damage is calculated.)

Description

The 4 Arch thieves are the direct handmen of the Nightingale, the guildmaster of the thieves guild in Ansburn. They are handpicked from the guild because of their skills, and experiences. These 4 arch thieves are quite dangerous even by themselves, but together, they are unmatched in case of combat, and thievery.

To become one, you have to make  a name for yourself among the guilds members, by doing a heist. A heist is considered as a symbol of experience, and skill. After that, you have to fight for the title of the arch thief, by beating one of them in combat. If all of these are complete, the Nightingale will consider giving you the title which comes with neverending loyalty towards him.

Habitat: ForestGrasslandUrban

DrAltoTempest

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