Bestiary · Humanoid

Simian PR 11

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
Syndicate Kingpin, drawn at Medium scale
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

  • Home Ground

    While in a space his organization holds, the kingpin cannot be Surprised and has advantage on Charisma checks.

  • Debt Collector

    The kingpin has advantage on attack rolls against a creature that owes the Syndicate a debt.

Actions

  • Multiattack

    The kingpin makes three Slam attacks.

  • Slam

    +9 to hit · reach 5 ft.

    2d8 + 5 bludgeoning damage

    On a hit the target is pushed 10 feet away from him.

  • 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.

  • Call It In Bonus action

    One allied creature he can see within 60 feet moves up to its speed and makes one weapon attack.