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Crime Kingpin

CREATURE 12

Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private. Most forge connections with the rich and powerful, doing dirty work for politicians and minor nobles in return for influence and favors that can be called in at any time.


In the underbelly of society, the lawless reign supreme.


Perception +22; (+24 to Sense Motive)
Languages Common
Skills Athletics +25, Deception +24, Diplomacy +22, Intimidation +28, Society +24, Stealth +23, Thievery +24, Underworld Lore +24
Str +3, Dex +5, Con +3, Int +2, Wis +2, Cha +6
+2 to Sense Motive

AC 32; Fort +23, Ref +23, Will +22
HP 250
Deny Advantage

The crime kingpin isn't Off-Guard to creatures of 12th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.

Kingpin's Presence (aura, emotion, mental)

30 feet.

Allies in the aura gain a +2 status bonus to saving throws against mental effects.

Reactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

You'll Pay for That (auditory, concentrate, emotion, linguistic, mental)
Trigger An enemy damages the kingpin

Effect The kingpin issues a vendetta against the enemy. Each of the kingpin's allies who hears the command gains a +5 status bonus to their next damage roll against that enemy.

Effect: You'll Pay for That


Speed 25 feet
Melee Rapier +26 (deadly d8, disarm, finesse, magical), Damage 2d6+11 piercing
Melee Fist +26 (agile, finesse, nonlethal, unarmed), Damage 1d4+11 bludgeoning
Ranged Hand Crossbow +26 (magical, reload 1, range increment 60 feet), Damage 2d6+8 piercing
Fencing Brawl

The kingpin attempts a rapier Strike followed by a Disarm or Grapple attempt against the same enemy. These count as one attack for the kingpin's multiple attack penalty, and the penalty doesn't increase until after both attacks.

Kick Away
Trigger The kingpin knocks an item out of a creature's grasp using Disarm

Effect The kingpin kicks the weapon up to 20 feet in any direction. If the kingpin kicks the weapon into an ally's square, that ally can catch the weapon as a free action, Releasing anything else they're holding if necessary.
Kingpin's Command (auditory, concentrate, linguistic, mental)

The crime kingpin shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Kingpin's Command for 24 hours.

Sneak Attack

The crime kingpin deals an additional 3d6 precision damage to Off-Guard creatures.

Pathfinder NPC CoreORC