Crime Kingpin
A shadow-ruling kingpin shields allies' minds from fear while making anyone who dares strike him answer for it.
Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private. Most forge connections with the rich and powerful, doing dirty work for politicians and minor nobles in return for influence and favors that can be called in at any time.
Kingpin's Presence (aura, emotion, mental) 30 feet. Allies in the aura gain a +2 status bonus to saving throws against mental effects.
Deny Advantage The kingpin isn't off-guard to creatures of 12th level or lower that are hidden, undetected, flanking, or using surprise attack.
Reactive Strike [Reaction]
You'll Pay for That [Reaction] (auditory, concentrate, emotion, linguistic, mental) Trigger An enemy damages the kingpin.
Level 12
Perception +22 · Senses (24 to Sense Motive) · Languages Common · Skills Athletics +25, Deception +24, Diplomacy +22, Intimidation +28, Society +24, Stealth +23, Thievery +24, Underworld Lore +24
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +5 | +3 | +2 | +2 | +6 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 32 | +23 | +23 | +22 |
HP 250
Speed 25 feet
Actions
- Melee Rapier [Single Action] +26 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+11 piercing
- Melee Fist [Single Action] +26 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning
- Ranged Hand crossbow [Single Action] +26 (range 60 ft, Magical, reload 1), Damage 2d6+8 piercing
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