Medium Humanoid (Dragonborn, Goliath, Half-Elf, Half-Orc, Human, Tiefling), Chaotic Evil
Armor Class 17 Chain mail
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +5, DEX +4
Skills Deception +4
Senses Passive Perception 10
Languages Common, Thieves' Cant, racial language
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Multiattack. The capo makes three melee attacks: two with its scimitar and one with its dagger; or two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. The capo adds 2 to its AC against one melee attack per round. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

The Capo is a captain of a large crew of anywhere from 15 to 300 Cartel wiseguys, hitmen and associates. The capo typically is in charge of an entire ward or district of the city and oversees the various organized criminal enterprises in their area.  Capos not only oppose the City Guard, but also any rival organizations that seek to encroach on their territory.  They have much autonomy, but must answer to the Cartel leadership, especially if they do anything that harms Cartel interests.  They report directly to the Cartel Underboss, although they fear and respect the Consigliere.

Monster Tags: NPC

Habitat: Urban

rob88scps2

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