b'Seven Knives Thug \n'b'  Medium   humanoid  (human),  neutral evil  \n'b'  Armor Class  13 (leather)  Hit Points  16 (3d8 + 3)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  14 (+2)  CON:  11 (+0)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Senses  passive  Perception  10  Languages  Low Atlantean, Kalay  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Sapping Strike  When the Seven Knives thug hits a humanoid target with an  attack , the target must succeed on a  Con  save (DC 12) or be momentarily disoriented, granting tactical advantage on the next  attack  against the target before the end of the thug\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Shortsword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 1d6+2 piercing damage. \n'b'\n'b' ABOUT \n'b' This ruffian wears a red hood over leather armor. She is armed with a short sword and a sling. \n'b' Most Seven Knives thieves are simply street thugs with few skills other than the ability to gang up on outnumbered victims and intimidate the common citizens of the city. These footsoldiers are no match for the typical Thulean freebooter, but what makes them dangerous is that the Seven Knives command a virtual army of these street thugs, and the power and prestige of the guild stands behind them. A group of heroes might be able to humiliate a dozen street thugs without much trouble, but the Seven Knives won\xe2\x80\x99t permit such an act of defiance to go unpunished. \n'b' The Seven Knives thieves\xe2\x80\x99 guild is the most powerful guild in Quodeth, and influential in several nearby cities as well. \n'b' Guild members rule the streets and even bend nobles and panjandrums to their will, controlling whole districts of the city as a shadow government. Among their many criminal activities are brutal protection rackets, extortion, thievery, smuggling, assassination, prostitution, and political bribery.'