Huge Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 100 (13d8 + 26)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +7, INT +3
Senses Passive Perception 13
Languages any one language (usually Common) plus thieves’ cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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, provided the thief isn’t incapacitated.

Actions

Death by 1000 cuts . Melee Weapon Attack using knives, daggers and chains

To Hit- 1D20+2 If the result is higher than half of the targets AC, the attack hits but deals half damage. If the result equals or is higher than the targets AC, deal full damage.

Slashing Damage- For every 20HP this creature has, roll 2D4. +4 to the total rolled

Restrain

Using the chain weapons carried by the Shadar-Kai, the army can attempt to hold down an enemy. Make a ranged attack roll of 1D20+3. On a hit (matching AC or higher) the creature is restrained by dozens of chains and cannot move. It can use it's movement on its next turn to try and escape. (DEX saving throw DC 16)

Bonus Actions

Cunning Action. The Army takes the Dash, Disengage, or Hide action. Using their years of experience, the army can effortlessly blend in to almost any environment, as long as they are features for them to use as cover, such as buildings or trees.

Reactions

Uncanny Dodge. The Army reduces the damage that it takes from an attack that hits it by 1d6 The Army must be able to see the attacker.

Ambush If the army is hidden and an enemy creature moves within 10ft of them on their turn, the army can perform a mass ambush. If this attack hits (matching AC or higher) it always deals critical damage. It does no damage on meeting half AC.

Piecing damage- For every 20HP this creature has, roll 4D4. +4 to the total rolled

Legendary Actions

Each Legendary action can be used once per encounter. A creature can only use one legendary action per turn.

The Prince of Thieves; Intimidating Hold

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw (AC16) or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Callow; Mass Teleport

Callow transports the whole army to a space within 60ft that they can see, If the armies next attack surprises the target you make a critical hit on an 18 or 19 result.

Habitat: Urban

LonelyGod182

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