Bestiary · Humanoid

PR 9

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.

Syndicate Underboss, drawn at Medium scale
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

  • 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.

  • Named Target

    Allies within 60 feet that can hear him have advantage on attack rolls against a creature he has named.

  • Human Shield

    When the underboss is hit by an attack, an ally within 5 feet can take the damage instead.

Actions

  • Multiattack

    The underboss makes three attacks.

  • Machine Pistol

    +7 to hit · medium range

    2d8 + 3 ballistic damage

  • Knuckle Blade

    +7 to hit · reach 5 ft.

    2d6 + 3 slashing damage

  • 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.

  • Call the Room

    Four criminal thugs arrive within 30 feet and act on his initiative.