Gang Leader

Level 7
Creature· humanMediumRemaster
AC
24
HP
110
Speed
30 ft.
Perception
+14
Fort
+13
Ref
+17
Will
+12
Languages common
Skills athletics +17, intimidation +17, stealth +17, acrobatics +15, deception +15, thievery +15, society +11
Recall Knowledge DC 23 (society)

Attacks

Melee Shortsword +18 (agile, magical, versatile-s), Damage 1d6+10 piercing
Melee Fist +17 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Melee Sling +17 (propulsive, reload 1 ft.), Damage 1d6+8 bludgeoning

Abilities

Deny Advantage

The gang leader isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.

Evasive Reflexes

When the gang leader rolls a success on a Reflex save, they get a critical success instead.

Nimble Dodge

Trigger The gang leader is targeted with an attack by an attacker they can see


Effect The gang leader gains a +2 circumstance bonus to AC against the triggering attack.

Surprise Attacker

On the first round of combat, creatures that haven't acted are Off-Guard to the gang leader.

Brutal Rally

Trigger The gang leader rolls a critical hit against a creature


Effect All allies that can see the gang leader gain a +1 circumstance bonus to attack rolls until the start of the gang leader's next turn.

Effect: Brutal Rally

Gang Up

Any enemy is Off-Guard against the gang leader's melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader's allies.

Quick Draw

The gang leader Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attack

The gang leader deals an extra 2d6 precision damage to Off-Guard creatures.

Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals.


Villains pursue selfish and cruel goals, trampling over anyone in their way.