*medium human*
***
### Attributes
**Armor Class** 19 (Bushiweave clothing)
**Damage Reduction** 4
**Hit Points** 97 (15d8+30)
**Speed** 9 m.
STR |DEX| CON| INT| WIS| CHA
-|-|-|-|-|-
17 (+3)| 18 (+4)| 14 (+2)| 15 (+2)| 13 (+1)| 16 (+3)
**Saves** Str +6, Dex +7, Wis +4
**Skills** Athletics +6, Deception +6, Intimidation +5, Insight +4, Streetwise +8
**Senses** Passive Perception 11
**Languages** Any two languages
**Challenge** 5 (1,800 XP)
***
### Features
**Credible Threat (1/encounter).** The crime boss can target 3 people and make an Intimidation ability check against their Wisdom saving throws. If successful, the targets become frightened until the end of the encounter.
**Inspiration (1/Turn).** As a bonus action, grant 1 target ally a d12 inspiration die. The ally can use this die once to add the result to one ability check, attack roll, attack damage, or saving throw it makes.
**Pack Tactics.** The crime boss has advantage on an attack roll against a target if at least one of the crime boss' allies is within 1.5 meters of the target and the ally isn't incapacitated.
**Sneak Attack (1/Turn).** The crime boss deals an extra 7 (2d6) damage when it hits a target with a weapon attack that has advantage on the attack roll, or when the target is within 1.5 meters 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 two attacks, ranged or melee.
***ZQ Monkey King.*** *Ranged Weapon Attack*: +9 to hit, range 14/42 m., one target. Hit: 14 (3d6+4) piercing damage.
***
### Description
**Crime bosses** lead organizations comprised of dozens of different criminals of every variety, and usually have others do their dirty work for them.
#SOK