Crime Kingpin
Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private.
- AC
- 32
- HP
- 250
- Perc
- +22
- Fort
- +23
- Ref
- +23
- Will
- +22
- STR
- +3
- DEX
- +5
- CON
- +3
- INT
- +2
- WIS
- +2
- CHA
- +6
- rapier +26 2d6+11 piercing
- fist +26 1d4+11 bludgeoning
- hand crossbow +26 2d6+8 piercing 60 ft
- AC
- 32
- HP
- 250
- STR
- +3
- DEX
- +5
- CON
- +3
- INT
- +2
- WIS
- +2
- CHA
- +6
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.
AC 32
Fort +23
Ref +23
Will +22
HP 250
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; **Eff