Evasive. When the crime boss is targeted by an effect that forces the crime boss to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds and half if it fails.
Elusive. No attack roll has advantage against the crime boss while it isn't incapacitated.
Legendary Resistance (3/Day). When the crime boss fails a saving throw, it can choose to succeed instead.
Loyal Goons. When the crime boss is targeted by an attack and an ally is within 10 feet of it, the crime boss's ally can use its reaction to swap places with the crime boss, and the ally becomes the target instead.
Master of Tactics. The crime boss can use the Help action as a bonus action. When used to assist an ally in attacking a creature, the target of the attack can be within 30 feet of the crime boss.
Sneak Attack (1/Turn). The crime boss deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the crime boss that isn't incapacitated and the crime boss doesn't have disadvantage on the attack roll.
Multiattack. The crime boss makes two attacks with its rapier.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Uncanny Dodge. The crime boss halves the damage that it takes from an attack that hits it. The crime boss must be able to see the attacker.
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