AC 15 (chain shirt)
HP 127 (15d8 + 60; bloodied 63)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Skills Deception +6 (+1d4), Insight +6, Intimidation +6 (+1d6), Perception +6, Persuasion +6, Stealth +5
Senses passive Perception 16
Languages any two
ACTIONS
Multiattack. The boss attacks three times with their shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Mark for Death. The boss targets a creature within 30 feet that can see or hear them. For 1 minute or until the boss threatens a different target, the target takes an extra 7 (2d6) damage whenever the boss hits it with a weapon attack.
REACTIONS
Command Bodyguard. When the boss would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the boss. The ally is hit by the attack instead of the boss.
Offhand Dagger. When missed by an attack, the boss makes a dagger attack.
A crime boss has risen to the top of a criminal gang or guild. They’re tough in a fight but too smart to do their own dirty work unless absolutely necessary.
CR 0–2 1 or 2 thugs ; thug with 1d4 bandits ; thug with cutthroat
Treasure 70 gp, 400 sp, gold ring (25 gp)
CR 3–4 3 or 4 thugs ; 2 thugs with 1d4 + 4 bandits ; 2 thugs with apprentice mage , cult fanatic , or cutthroat; pugilist ; hill dwarf wrestler
Treasure 200 gp, 50 ep, 300 sp, glass eye (25 gp), threatening letter, vicious brass knuckles
CR 5–10 crime boss with 4 thugs or 4 cutthroats; crime boss with bandit captain , pugilist , or veteran ; 2 pugilists ; pugilist with 1d6 bandits , guards , or thugs ; 2 hill dwarf wrestlers with 1d20 commoners
Treasure 800 gp, 5 rings (75 gp each), incriminating letters, gauntlets of ogre power
CR 11–16 crime boss with 3 thugs and assassin , blackguard , gladiator, or mage
Treasure 500 pp, incriminating account book, letter to the crime boss about the characters, crystal ball
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.