Bestiary · Humanoid

PR 7

Syndicate Boss

A Black Meridian boss moves in a walking chair, a legged armored frame with a gun mount. The boss has not personally handled cargo in thirty years. Every person in the room the boss works from is on the payroll, and the doors are logged.

Syndicate Boss, drawn at Large scale
Physiology
Humanoid
Size
Large
Speed
20 ft.
Armor class
17
Hit points
110 (13d10 + 39)
Proficiency
+3
  • STR 18 +4 save +4
  • DEX 18 +4 save +4
  • CON 17 +3 save +6
  • INT 16 +3 save +3
  • WIS 15 +2 save +2
  • CHA 18 +4 save +7
Skills
Deception +7 , Insight +5 , Intimidation +7 , Persuasion +7
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Common, Meridian Cant, Federation Standard
Damage resistances
ballistic
Found in
Station Interior , City

Traits

  • Walking Chair

    The walking chair gives the boss its Armor Class and its damage resistance. Destroying it (AC 17, 40 hit points) drops the boss Prone and reduces its speed to 5 feet.

  • Redirect Damage

    When the boss is hit by an attack, it can use its reaction to have one allied creature within 5 feet take the damage instead.

Actions

  • Multiattack

    The boss makes two Chair Gun attacks and uses Name a Price.

  • Chair Gun

    +7 to hit · medium range

    2d10 + 4 ballistic damage

    A shot from the boss's chair gun.

  • Slam

    +7 to hit · reach 10 ft.

    2d8 + 4 bludgeoning damage

    A slam from the boss's walking chair.

  • Name a Price

    One creature within 60 feet that can hear it makes a DC 15 Wisdom save or is Charmed until the end of its next turn. A Charmed creature cannot attack the boss.