Sources
CR
Type
Size
Alignment
Movement

Boromar Underboss

Small Humanoid (halfling), Lawful Evil

Armor Class 16
Hit Points 104 (19d6 + 38)
Speed 30 ft.
STR
10
+0
DEX
18
+4
CON
15
+2
INT
12
+1
WIS
14
+2
CHA
17
+3
Saving Throws DEX +7, CON +5, WIS +5
Skills Insight +5, Perception +8, Sleight of Hand +10
Damage Resistances poison
Senses passive Perception 18
Languages Common, Halfling, Thieves' cant
Challenge 8 (3,900 XP)

Traits

Hustle. The underboss can move through the space of any creature that is of a larger size, but it can't stop there.

Actions

Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane Firearm in any combination.

Poisoned Blade. Melee Attack Roll: +7, reach 5 ft. Hit:13 (2d8 + 4) Slashing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the underboss's next turn. If the target is already Poisoned, it instead takes an extra 7 (2d6) Poison damage.

Arcane Firearm. Ranged Attack Roll: +7, range 30/90 ft. Hit:26 (4d10 + 4) Force damage.

Reactions

Uncanny Dodge. Trigger: The underboss is hit by an attack roll. Response: The underboss halves the damage (round down) it takes from that attack.

Lore

Underbosses supervise larger clan operations, such as gambling halls and warehouses of smuggled goods awaiting transport. Accustomed to the criminal lifestyle, these hardy individuals (mostly halflings) dismiss and dispose of threats with calculated ease.