Love of Violence. Upon landing a melee weapon attack, the caporegime gains 6 temporary hit points. These hit points last until the end of combat.
Brawler. The caporegime may attempt to trip, shove or grapple a creature as a bonus action.
Untouchable. When the caporegime is harmed, one ally of the caporegime can use their reaction to make an opportunity attack against the creature that harmed it (assuming they are within reach).
Inspiring Loyalty. As long as the caporegime is not alone, it and any of its allies within 30 feet that can see it have advantage on saving throws against being frightened.
Multiattack. The caporegime makes three attacks, or one Call to Action.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by the caporegime. Hit: 8 (2d6 + 1) bludgeoning damage.
Crossbow. Melee or Ranged Weapon Attack: +5 to hit., reach 5 ft. or range 100/400 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Call to Action (Recharge 5-6). Any allies of the caporegime within 30 feet gain 5 temporary hit points. If they are charmed or frightened, they may repeat their saving throw against that effect, ending the effect for themselves on a success.
Description
A Caporegime (also known as a captain or a skipper) is trusted enough within the mafia to command his own crew of soldiers and associates. They are responsible for any tasks assigned to those below them, including murder.
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