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.
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.
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.
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