b'Gangster \n'b'  Medium   construct ,  neutral  \n'b'  Armor Class  16 \n'b' Hit Points  Henchman \n'b' Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  14 (+2)  CON:  12 (+1)  INT:  8 (-1)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +4,  Sleight of Hand  +4 \n'b' Senses  passive  Perception  10 \n'b' Languages  Terran \n'b' Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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 . \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'\n'b' ABOUT \n'b' Gangsters aren\xe2\x80\x99t 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.'