Image promptsleek humanoid thief-king, dark mithral chain mail, shadow cloak, twin poisoned crownblades, battered crown, blurring between moonlit rooftops, half-teleporting into pool of darkness, dim thieves' quarter arches, dripping acid-green venom, bright lantern glowing nearby as weakness, agile lethal pose, ink-black and steel, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Crown of Thieves

Medium Humanoid, Chaotic Evil
CR 17SkirmisherSettlement / Road
AC 20 (mithral +2, Uncanny Dodge)
HP 264 (32d8 + 120)
Speed 50 ft., Climb 40 ft.
STR
14
+2
save +2
DEX
24
+7
save +13
CON
18
+4
save +4
INT
18
+4
save +10
WIS
16
+3
save +9
CHA
20
+5
save +5
Skills Acrobatics +13, Deception +11, Perception +9, Sleight of Hand +19, Stealth +19
Resistances Poison; Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Immunities Charmed
Senses Blindsense 30 ft., Darkvision 60 ft.; Passive Perception 19
Languages Common, Thieves' Cant, +4 languages

Traits

Evasion.

Legendary Resistance (2/Day).

Sneak Attack (1/Turn). 35 (10d6) extra damage.

Elusive. Attack rolls against the Crown of Thieves never have Advantage.

Shadow Guild. As long as it remains unseen, allies within 60 feet attack with Advantage.

Actions

Multiattack. Makes four Crownblade attacks.

Crownblade. Melee Attack Roll: +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 10 (3d6) Poison damage.

Crown's Decree (Recharge 5–6). The Crown of Thieves targets three creatures it can see within 60 feet. Each makes a DC 21 Dexterity save. Failure: 45 (10d8) Piercing damage (blades leaping from the shadows) and Prone. Success: Half damage.

Bonus Actions

Cunning Action. Dash, Disengage, or Hide.

Shadow Slip. Teleports to a point it can see within 60 feet that is in Dim Light or Darkness.

Reactions

Uncanny Dodge. Halves the damage.

Deflect Missile. When hit by a ranged attack, reduces the damage by 1d10 + 7 + 17. If the damage is reduced to 0, it can catch the missile and throw it back (Ranged Attack Roll: +13, range 20/60, 14 (2d6+7) damage).

How to Use

King of the underworld. A Tier 4 urban boss.

Elusive is very strong: you cannot gain Advantage. A Rogue's Sneak Attack, Pack Tactics, Faerie Fire — none of it works.

Shadow Slip (Bonus Action teleport) plus Cunning Action (Disengage) means it's never caught.

Key

Bright Light (Shadow Slip requires Dim Light/Darkness!). In a lit arena the Crown of Thieves can't teleport. This completely changes the fight.