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Gang Leader

Creature 7 — human, humanoid

Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals. Villains pursue selfish and cruel goals, trampling over anyone in their way.

Source: pathfinder-npc-core

Perception +14
Skills acrobatics +15, athletics +17, deception +15, intimidation +17, society +11, stealth +17, thievery +15
Str
+4
Dex
+4
Con
+2
Int
+2
Wis
-1
Cha
+4
AC 24 Fort +13 Ref +17 Will +12
HP 110
Speed 30 feet

Offense

Melee Shortsword +18, Damage 1d6+10 piercing
Melee Fist +17, Damage 1d4+10 bludgeoning
Ranged Sling +17, Damage 1d6+8 bludgeoning

Abilities

Deny Advantage — The gang leader isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.
Evasive Reflexes — When the gang leader rolls a success on a Reflex save, they get a critical success instead.
Nimble Dodge
Surprise Attacker — On the first round of combat, creatures that haven't acted are Off-Guard to the gang leader.
Brutal Rally (auditory, emotion, linguistic, mental) —
Gang Up — Any enemy is Off-Guard against the gang leader's melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader's allies.
Quick Draw — The gang leader Interacts to draw a weapon, then Strikes with that weapon.
Sneak Attack — The gang leader deals an extra 2d6 precision damage to Off-Guard creatures.

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