| 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 |
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.
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.
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