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Breadcrumb

Family Capodecina

Challenge
Terrain
str
13
dex
12
con
10
int
10
wis
11
cha
14

AC 13 (padded leather or light defensive stance [see Sartorial Defense variant rule])
HP 36 (8d8; bloodied 18)
Speed 30 ft.
Initiative Dex +1 (11), Insight +0 (10), Perception +2 (12)


Proficiency +2; Maneuver DC 11
Saving Throws Str +1, Dex +2, Con +1, Int –3, Wis +1, Cha +0
Skills Intimidation +4, Perception +2, Stealth +3 (+1d4)
Senses passive Perception 12
Languages Common, others vary


Part of the Family. When a hostile creature reduces the capo to 0 hit points, one allied creature with this trait can use its reaction to move its Speed then make an attack against the hostile creature.
Sneak Attack. Once per turn the capo can deal an extra 7 (2d6) damage to one creature it hits with an attack if it has advantage on the attack roll. It doesn’t need advantage if one of the capo’s allies is adjacent to the target, as long as the capo doesn’t have disadvantage on the attack.


ACTIONS

Shortsword. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Disappear in a Crowd. If the capo has two enemies within 10 feet, it makes a Stealth check to hide against them. Then it can either Dash or attack with its shortsword.


REACTIONS

Sly Maneuver. When a creature attacks the capo, if the capo is adjacent to any creatures other than the attacker, the attacker makes a DC 13 Wisdom saving throw. If it fails, the attack targets one of those other creatures instead. If there’s more than one, the capo decides who is hit.


BONUS ACTIONS

Sudden Disappearance (1/Encounter). He snaps his fingers, and his whole gang disappears. You hear a scramble of feet as they move to flank you. The capo and each ally within 20 feet turns invisible until the start of the capo’s next turn. If one of those creatures attacks, the invisibility ends for that creature.

Monster Type Description

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.