Gang Boss
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Medium humanoid (any race), any non-lawful alignment


Armor Class 14 (leather coat)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Str +4, Dex +5, Wis +2
Skills Disception +4, Intimidation +4
Senses passive Perception 10
Languages Enlish and any one other language
Challenge 2 (450 XP)


Actions


Multiattack. The gang boss makes three melee attacks: two with its Bowie knife and one with its brass knuckles. Or the gang boss makes two ranged attacks with its autoloader.

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

Brass Knuckles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1 + 1 + 3) bludgeoning damage.

Parry. The gang boss adds 2 to its AC against one melee attack that would hit it. To do so, the gang boss must see the attacker and be wielding a melee weapon.

Griffon 9mm autoloader. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 80/240 ft., one target. Hit: 9 (2d6 + 3) piercing damage. (Light, burstfire, loading, 20 box.)


To be the boss of a gang of street thugs, the gang boss has to be ruthless and smart.

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