Bestiary · Humanoid

Human PR 1

Syndicate Smuggler

Smugglers run the legs the Syndicate does not want traced. They know which inspectors are bought on which shift, and they carry no item that would identify a crew if the run goes wrong.

Black Meridian Syndicate
Syndicate Smuggler, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14 (layered leather)
Hit points
38 (7d8 + 7)
Proficiency
+2
  • STR 11 +0 save +0
  • DEX 16 +3 save +5
  • CON 13 +1 save +1
  • INT 14 +2 save +2
  • WIS 12 +1 save +1
  • CHA 14 +2 save +2
Skills
Deception +4 , Sleight of Hand +5 , Piloting +5
Passive Perception
11
Languages
Common, Meridian Cant, Federation Standard
Found in
Hyperlane Corridor , The Meridian Run

Equipment

Traits

  • False Manifest

    Cargo the smuggler has prepared passes inspection unless the inspector beats an Intelligence (Investigation) check against its save DC.

Actions

  • Semi-Automatic Pistol

    +5 to hit · medium range

    1d10 + 3 ballistic damage

    A shot from a semi-automatic pistol.

  • Pass Inspection Reaction

    When a creature within 30 feet inspects, scans or searches cargo the smuggler prepared, the inspector must beat an Intelligence (Investigation) check against its save DC or find only what the manifest says is there.