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.
- 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.