Thousand Thieves
Unable to find competent accomplices, a master thief solved the problem by becoming an entire guild of tiny creatures acting as one swarm.
Good help is hard to find. For a master thief unable to find competent accomplices, sometimes the only way to execute the perfect heist involves becoming an entire guild of tiny creatures.
Discorporate When the thousand thieves is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square.
Level 16
Perception +29 · Senses darkvision, tremorsense (imprecise) 30 feet · Languages Aklo, Common, Sakvroth, Shadowtongue · Skills Acrobatics +30, Deception +28, Occultism +26, Society +28, Stealth +32, Thievery +32, Underworld Lore +30
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +8 | +7 | +6 | +5 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 40 | +25 | +31 | +27 |
HP 220 · Immunities precision, swarm mind · Resistances physical 15, poison 15 · Weaknesses area damage 15, splash damage 15
Speed 35 feet, climb 30 feet
Actions
- Melee Dagger [Single Action] +32 (Agile, finesse, versatile S), Damage 3d4+10 piercing
- Melee Fist [Single Action] +32 (Agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning
- Ranged Dagger [Single Action] +32 (Agile, thrown 10 feet, versatile S), Damage 3d4+10 piercing
- Ranged Vermin dart [Single Action] +30 (range 40 ft), Damage 3d8+10 piercing