Medium Humanoid (Human), Neutral Evil
Armor Class 15 Studded Leather
Hit Points 45 (9d8 + 9)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Cunning Action. On each of his turns, The Kid can use a bonus action to take the Dash, Disengage, or Hide action.

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

Actions

Multiattack. The Kid makes one Cane attack and one Shortsword attack.

Cane. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 + 0) bludgeoning damage. 

Bowie Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

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.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Dude this is for a friend's campaign I don't know why you're here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

In spite of his seemingly weakened stature, The Kid is fiercely respected by those beneath him, allowing him to make special actions while in his lair. On initiative count 20 (losing all initiative ties) [AKA: when the initiative counter has gone through all creatures with initiative of 20 or above], The Kid takes a lair action to cause one of the following effects; The Kid can’t use the same effect two rounds in a row:

  • The Kid calls out for reinforcements, the safety of others be damned. The Kid can select any number of allied creatures within 60 feet of him, forcing them to advance 5 feet toward him. Opportunity attacks made against a creature moving in this manner have disadvantage.
  • The Kid barks out an attack order to one allied creature within 30 feet of him that isn't The Hangman. The allied creature immediately makes a ranged or melee weapon attack against one creature within range.
  • The Kid uses his extensive knowledge of the warehouse and its crannies to make a quick escape. The kid makes a DC 13 Dexterity Check +2 for every enemy creature within 10 feet of him. On a success, The Kid can teleport to an unoccupied space up to 30 feet away.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Eeflyn_OrcBoy