Kingpin¶
Medium humanoid, any non-good alignment
Armor Class 17 (studded leather, mastercraft) Hit Points 150 (20d8 + 60) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 16 (+3) | 16 (+3) | 20 (+5) |
Saving Throws Dex +8, Con +7, Wis +7, Cha +9 Skills Deception +9, Insight +7, Intimidation +9, Perception +7, Persuasion +9, Stealth +8 Damage Resistances poison Senses passive Perception 17 Languages any three languages, Thieves' Cant Challenge 10 (5,900 XP) Proficiency Bonus +4
Cunning Action. On each of its turns, the Kingpin can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The Kingpin deals an extra 21 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Kingpin that isn't incapacitated and the Kingpin doesn't have disadvantage on the attack roll.
Underworld Empire. The Kingpin has advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against any humanoid he knows has committed at least one crime. Every criminal in his city knows his name.
Actions¶
Multiattack. The Kingpin makes three attacks with his shortsword or his light crossbow. He may replace one of these attacks with a use of Command.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Command (Recharge 5-6). The Kingpin picks up to three allied humanoids he can see within 60 feet who can hear him. Each ally can immediately use its reaction to make one melee attack.
Reactions¶
Take the Hit. When the Kingpin is hit by an attack, he can point to an ally within 5 feet, forcing the ally to be hit by the attack instead. The attack roll is compared to the ally's AC.
Description¶
The Kingpin runs a city's criminal underworld. Multiple Gangs answer to him or fear him; multiple Smugglers pay him a share of every shipment. He is charming, dangerous, and vastly connected. Every low-tier officer in the city has taken his coin at least once, and every high-tier official has considered it.
Design notes¶
Fills the CR 10 slot in the Criminals axis at city scale. Above Crime Boss (new, CR 6; the town-scale boss). Terminal tier of the Criminals ladder.
Poisoned weapons model the schemer / assassin archetype without needing spellcasting — the Kingpin fights with envenomed blades and bolts. Underworld Empire trait makes him effective against criminal NPCs (his true peers) which fits the story role; he cannot easily bluff paladins but he owns every mugger in town. Command action lets him activate his crew mid-fight — the essence of a Kingpin's power in play, not just prose.
HP 150 and AC 17 give staying power appropriate for a "final boss" of a criminal storyline. Save proficiencies in Dex, Con, Wis, Cha cover the resistances a fantasy Kingpin needs (poison, mind, evasion). Damage per round lands around 63 with Command adjacent to allies — CR 10 range.
Legendary Actions were considered and omitted — the Kingpin is a schemer, not a lich or dragon. A table wanting Legendary tier could add "Whisper a Threat, Signal a Killer, Vanish into the Crowd" as three Legendary Actions; not part of the base block.