Gangster

Medium construct, neutral

Armor Class 16
Hit Points Henchman
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 11 (+0) 14 (+2)

Skills Intimidation +4, Sleight of Hand +4
Senses passive Perception 10
Languages Terran
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Surprise Attack. If the gangster surprises a creature and deals damage the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS

  • Sub-Machine Gun. The gangster releases a spray of bullets in 20/50-foot cone. Each creature in that cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one.

ABOUT

Gangsters aren’t generally much of a threat. They use guns to spray chaos on the battlefield. They prefer intimidation and surprise tactics combined with many allies to overwhelm their enemy.

Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

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