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Crime Kingpin

Creature 12 — human, humanoid

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. In the underbelly of society, the lawless reign supreme.

Source: pathfinder-npc-core

Perception +22
Skills athletics +25, deception +24, diplomacy +22, intimidation +28, society +24, stealth +23, thievery +24
Str
+3
Dex
+5
Con
+3
Int
+2
Wis
+2
Cha
+6
AC 32 Fort +23 Ref +23 Will +22
HP 250
Speed 25 feet

Offense

Melee Rapier +26, Damage 2d6+11 piercing
Melee Fist +26, Damage 1d4+11 bludgeoning
Ranged Hand Crossbow +26, Damage 2d6+8 piercing

Abilities

+2 to Sense Motive
Deny Advantage — The crime kingpin isn't Off-Guard to creatures of 12th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
Kingpin's Presence (aura, emotion, mental) — 30 feet. Allies in the aura gain a +2 status bonus to saving throws against mental effects.
Reactive Strike — Reactive Strike
You'll Pay for That (auditory, concentrate, emotion, linguistic, mental) —
Fencing Brawl — The kingpin attempts a rapier Strike followed by a or attempt against the same enemy. These count as one attack for the kingpin's multiple attack penalty, and the penalty doesn't increase until after both attacks.
Kick Away
Kingpin's Command (auditory, concentrate, linguistic, mental) — The crime kingpin shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Kingpin's Command for 24 hours.
Sneak Attack — The crime kingpin deals an additional 3d6 precision damage to Off-Guard creatures.

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