The Shade tried and failed to charm The Baron and a fight broke out. The characters took the Shade by surprise and she only lasted 1 round. To be honest I should have maximised her hit points. Her bodyguards surrendered and the characters freed them. Just a note on the gear listed. This is straight from the original module and is too much magical kit for 5e. I ended up adjudicating it on the fly and usually only letting the characters gain the tech items. The gear list was purely for my reference. Coin and tech I left as the module indicated.
Armour Class 19
Hit Points 158 (13 HD; 9d8+4d6+100); regeneration 10
STR 8 (-2) DEX 20 (+5) CON 22 (+6)
INT 12 (+1) WIS 10 (+0) CHA 17 (+3)
Senses darkvision 120ft., passive Perception 10
Challenge 13 (10,000)
Arcane Strike. The Shade can enhance the damage and to-hit bonus of her chosen weapon by +2 (included).
Nanite Infused. The Shade’s exposure to specialized nanites has granted her the following benefits: +6 natural armor bonus, +6 Dex, +6 Con, regeneration 10, and darkvision 120 ft.
Multiattack. The Shade makes two monowhip attacks. She may also trigger a Dance of a Hundred Cuts when available.
Monowhip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 13 (2d6 + 7) slashing damage and threatens a critical on a 18+ and does triple damage. It also ignores armour values and damage thresholds as well as resolving attack rolls only against dexterity (i.e. touch attack).
Fade. As a bonus action The Shade vanishes from view essentially becoming invisible as the spell.
Dance of a Hundred Cuts (Natural 16+). Moving like liquid between foes at dazzling speed The Shade strikes all opponents she can reach so long as she moves at least 5 feet before attacking. If she then ends her turn at least 20 feet from the nearest foe she may use fade as a bonus action.
Melee Agility. The Shade dances out of the way of a hit. The Shade may add two to her AC if that would cause the attack to miss.
Second Wind (1 per Long Rest). The first time The Shade is bloodied (<80 hit points) The Shade regains 54 hit points.
Getaway! (1 per Long Rest). When reduced to 20 hit points The Shade teleports up to 500 feet away and flees.
Black studded leather, timeworn hard light shield, timeworn monowhip, blue access card, carrier’s badges (5), commset