Medium Humanoid (Human), Neutral Evil
Armor Class 14 leather
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
13 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +5, WIS +4
Skills Deception +5, Insight +4, Intimidation +7, Perception +4
Senses Passive Perception 14
Languages any two languages (usually Common and Undercommon) and Glyph sign
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Diplomatic Immunity (1/Day). The gangster can ignore a spell or other effect that detects its alignment or would cause it to tell the truth.

Drug Peddler. The gangster has advantage on saves to avoid poisons, diseases and drugs.

Actions

An Offer You Can't Refuse. The gangster makes a proposal to a creature it can see within 30ft of it that can hear it. To do this, the gangster must present the target with an item worth at least 10 gp. The target makes a DC 13 Wisdom save or becomes charmed by the gangster. The charmed target regards the gangster as a trusted friend to be heeded and protected. Although the target isn't under the gangster's control, it takes the gangster's requests/actions in the most favourable way it can.

Each time the gangster or its ally does anything harmful to the target, it can repeat the save, ending the effect on a success. Otherwise, the effect lasts for 1 minute or until the gangster dies, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Blank Power Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The target must make a DC 13 Strength save or be knocked prone.

Would be a Shame if Something Happened to it... The gangster calls out a slew of threats and admonishments, targeting a creature in possession of an item that can see or hear within 60ft of it. The target must make a DC 13 Wisdom save or drop the item in question and become frightened of the gangster and unable to pick up the item for 1 minute. The target also tries to stop any other creature from picking up unless that creature's an ally to the gangster, using all its movement and actions to stop such an event from occurring.
A frightened target can repeat the save at the end of its turns, ending the effect on a success. If a creature passes its save or the effect ends, it's immune to all gangster's Would be a Shame if Something Happened to its effect for the next 24 hours.

Arcanuum Amulet. The gangster casts any 1st-level spell using Charisma as its SAM and with DC 13.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Rapid Cast (3/day). In response to a creature taking an action, the gangster uses its Arcanuum Amulet action.

Rapid Pummel (3/day). In response to a creature moving within 5ft of it or attacking it within 5ft of the gangster, the gangster makes one Power Fist attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

City gangsters are notorious criminals located primarily in the city of Calydon, though their influence and many of their agents can be found in almost every city on the Material Plane. City gangsters operate businesses as fronts, fence stolen goods, run racketeering operations, corrupt politicians, and otherwise ensure they have some form of control over trade, politics, and all other aspects of city life. The gang gets its name primarily because of its tenuous relationship with both the Arcanuum and the Blank, the Dealers “dealing” out goods to both factions, not to mention the gang’s skill in obtaining anything anyone may wish to purchase.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

UnchartedFire

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