Mob Boss

Revision as of 16:32, 4 May 2024 by Andi (talk | contribs)


[Back to creatures]

Mob Boss

Monster Level: 4
Medium. Humanoid
STR DEX END AWR INT CHA
3 0 3 1 2 3
Ref: 11 Fort: 13 Ant: 11 Log: 12 Will: 13
Armor Rating 12 (leather, cestus) Resist Blunt 2
Hit Points 50
Speed 30 ft
Skills (STR) Applied Force +2, Menacing +4; (AWR) Appraising +4, Eavesdropping +2, Intuiting +8, Perceiving +4; (INT) Law +8; (CHA) Gossipping +4, Persuading +6
Actions

The Mob Boss can take TWO of the following actions, or take the same action twice.

Move. The Mob Boss moves up to its speed.

Cestus. Reach 5 ft One-Handed Weapon. +3 vs AR. Hit: 5 (1d4+3) blunt.

Counterpunch. The Mob Boss assumes a stance that allows it to Exploit.

OR the Mob Boss can take ONE of the following actions.

Pummel. Reach 5 ft One-Handed Weapon. +3 vs AR. Hit: 13 (3d6+3) blunt, and +3 attack vs FORT. Hit: target becomes Dazed until the end of their next turn.

Sic ‘em!. The Mob Boss may target one creature. Each of the Mob Boss’s allies within 5 ft of the target may immediately make a single Melee weapon attack against that target.

Reactions
Exploit (1/Round). If the Mob Boss used its Counterpunch ability on its last turn, it can Exploit.

Protect me! (1/Turn). The Mob Boss can redirect damage that it took from any melee or ranged attack to an allied creature within 5 ft of it.