Syndicate Kingpin
A kingpin came up through the cargo decks and has not hauled a crate in twenty years. He takes meetings in a tailored suit, in a room with one door, and quotes only figures he can already cover. The guards in the hall are for show, since he is an eight-foot silverback and settles most arguments himself. A deal he has shaken on holds at every dock the Syndicate runs.
Black Meridian Syndicate
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18 (plated waistcoat)
- Hit points
- 204 (24d8 + 96)
- Proficiency
- +4
- STR 20 +5 save +9
- DEX 12 +1 save +1
- CON 18 +4 save +8
- INT 16 +3 save +3
- WIS 16 +3 save +3
- CHA 18 +4 save +8
- Skills
- Deception +8 , Insight +7 , Intimidation +8 , Perception +7 , Persuasion +8
- Passive Perception
- 17
- Senses
- darkvision 60 ft.
- Languages
- Common, Meridian Cant, Low Aurelian
- Found in
- City , Station Interior
Traits
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Home Ground
While in a space his organization holds, the kingpin cannot be Surprised and has advantage on Charisma checks.
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Debt Collector
The kingpin has advantage on attack rolls against a creature that owes the Syndicate a debt.
Actions
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Multiattack
The kingpin makes three Slam attacks.
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Slam
+9 to hit · reach 5 ft.
2d8 + 5 bludgeoning damage
On a hit the target is pushed 10 feet away from him.
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Name the Price
One creature within 30 feet that can hear him makes a DC 16 Wisdom saving throw. On a failure it is Charmed for 1 minute and will not attack him while another target is within its reach.
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Call It In Bonus action
One allied creature he can see within 60 feet moves up to its speed and makes one weapon attack.