Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 Studded leather
Hit Points 131 (26d8)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CHA +6
Skills Deception +6, Insight +5, Persuasion +6
Senses Passive Perception 12
Languages Two of any language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack. The crime boss makes three attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 1) slashing damage. 

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit 4 (1d6 + 1) piercing damage.

Crossbow, Heavy. Ranged Weapon Attack: +7 to hit, range 100/400 ft., 1 target. Hit: 10 (1d10 + 0) piercing damage.

Leadership. (Recharges after a Short or Long Rest). For 1 minute, the crime boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the crime boss. A creature can benefit from only one Leadership die at a time. This effect ends if the crime boss is incapacitated.

Reactions

Parry. The crime boss adds 3 to its AC against one melee attack that would hit it. To do so, the crime boss must see the attacker and be wielding a melee weapon.

Legendary Actions

 No legendary actions. A glitch is not letting me remove this.

 

Description

Crime bosses are master criminals that are in charge of criminal organizations. They hire a large number of thugs, bandits, and criminals to do their dirty work. Unlike bandit captains, they have more recruits and often tend to be nobels.

Habitat: Urban

ZK_06

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