Syndicate Underboss
An underboss is the last layer with a face. Above him are holdings and lawyers, and below him are people who can be replaced. He collects and he settles, and he decides which one a problem gets at the table, in front of whoever else is eating. His walking chair is armored and mounts its own guns.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18
- Hit points
- 180 (24d8 + 72)
- Proficiency
- +4
- STR 16 +3 save +3
- DEX 16 +3 save +7
- CON 17 +3 save +3
- INT 18 +4 save +4
- WIS 17 +3 save +7
- CHA 19 +4 save +8
- Skills
- Deception +8 , Insight +7 , Intimidation +8 , Perception +7 , Persuasion +8
- Passive Perception
- 17
- Languages
- Common, Meridian Cant, Federation Standard
- Found in
- City , Settlement
Equipment
Traits
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Paperless
No evidence connects the underboss to any crime. A creature that tries to connect him to one finds the trail ends two layers below him.
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Named Target
Allies within 60 feet that can hear him have advantage on attack rolls against a creature he has named.
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Human Shield
When the underboss is hit by an attack, an ally within 5 feet can take the damage instead.
Actions
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Multiattack
The underboss makes three attacks.
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Machine Pistol
+7 to hit · medium range
2d8 + 3 ballistic damage
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Knuckle Blade
+7 to hit · reach 5 ft.
2d6 + 3 slashing damage
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Dictate Terms
One creature within 60 feet makes a DC 16 Wisdom save. On a failure it is Charmed for 1 hour and accepts his terms, whatever they cost it.
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Call the Room
Four criminal thugs arrive within 30 feet and act on his initiative.