Crime Boss¶
Medium humanoid, any non-good alignment
Armor Class 16 (studded leather) Hit Points 104 (16d8 + 32) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 14 (+2) | 14 (+2) | 14 (+2) | 16 (+3) |
Saving Throws Dex +6, Wis +5, Cha +6 Skills Deception +6, Insight +5, Intimidation +6, Perception +5, Persuasion +6, Stealth +6 Senses passive Perception 15 Languages any two languages, Thieves' Cant Challenge 6 (2,300 XP) Proficiency Bonus +3
Cunning Action. On each of its turns, the Crime Boss can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The Crime Boss deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Crime Boss that isn't incapacitated and the Crime Boss doesn't have disadvantage on the attack roll.
Actions¶
Multiattack. The Crime Boss makes three attacks: two with his shortsword and one with his dagger, or three with his light crossbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions¶
Take the Hit. When the Crime Boss is hit by an attack, he can point to an ally within 5 feet, forcing the ally to be hit by the attack instead. The attack roll is compared to the ally's AC.
Description¶
The Crime Boss runs a town-scale criminal enterprise — a Smugglers or a Gang holding meaningful turf. Under him: Lieutenants running specific rackets or routes, Enforcers handling the violent work, Ringleaders at village-scale operations, Fixers greasing officialdom. He is not a brawler by trade but has kept himself alive through years of betrayal.
Design notes¶
Fills the CR 6 slot in the Criminals axis at town scale. Above Bandit Captain (SRD, CR 2; the Lieutenant), below Kingpin (new, CR 10; the city-scale boss).
Rogue-flavored mechanics: Cunning Action, Sneak Attack (5d6). Take the Hit reaction models the "boss makes his lieutenant eat the blow" trope without extra bookkeeping. HP 104 and defensive AC 16 give staying power; Multiattack (2 shortsword + 1 dagger, or 3 crossbow) plus Sneak Attack lands around 34-42 damage per round in an active fight.
Skills bias social criminality (Deception, Insight, Intimidation, Persuasion) with Stealth for shadow work. Wisdom save proficiency reflects hardened experience against fear and charm attempts — a Crime Boss cannot be easily manipulated by his own tricks.