Medium Humanoid, Lawful Evil
AC 16 Studded Leather    Initiative +3 (13)
HP 52 (8d8 + 16)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 18 +4 +6
CON 14 +2 +2
Mod Save
INT 14 +2 +2
WIS 11 +0 +2
CHA 14 +2 +4
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Common, Thieves' Cant
CR 3 (XP 700; PB +2)
Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Reactions

Parry. Trigger: The Criminal Boss is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

Quick draw. Trigger : If any creature moves towards the Criminal Boss.                Response : The Criminal Boss makes a pistol attack against that Creature.

Description

The Criminal Boss is a deceptive creature that tries to get any advantage on his enemies.

Lair and Lair Actions

Call. Criminal boss calls on his underlings (no action). roll 1d4 and spawn the number amount of bandits (bandit stat block) at least 30ft away from every player if possible.

Getaway. If Criminal boss is in its lair it can take hide action as a bonus action.

Connections. The Criminal boss will know the location of any creature in his lair.

 

 

 

Habitat: Urban

Maukku

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