Lord of the Slums

Medium humanoid (human), chaotic evil

Armor Class

16 (+2 leather armor)

Hit Points

97 (15d8 + 30)

Speed

30 ft.

Saves

Con +6, Cha +7

Skills

Deception +7, Intimidation +7, Perception +6, Persuasion +7

Languages

Common and one other

Challenge

10

Pack Tactics

The lord has advantage on attack rolls against a creature if at least one of the lord's allies is within 5 feet of the creature and the ally isn't incapacitated.

Street Fortitude

If damage reduces the lord to 0 hit points, he must make a Constitution saving throw with a DC of 3 + the damage taken, unless the damage is from a critical hit. On a success, the lord drops to 1 hit point instead.

Actions

Multiattack

The lord makes three attacks, two with his club and one with his whip.

Greatclub

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Whip

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Deadly Doll (1/Day)

Ranged Weapon Attack: +8 to hit, range 20/40 ft., one target. Hit: 20 (4d8 + 2) force damage.

Leadership (Recharges after a Short or Long Rest)

For 1 minute, the lord can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the lord. A creature can benefit from only one Leadership die at a time. This effect ends if the lord is incapacitated.