Hive Kingpin

Ruthless Hive crime lord.

Hive Kingpins are the apex predators of the criminal underworld. Rising through the ranks through a mix of ruthless cunning and sheer brutality, they rule entire Hive districts with an iron fist. Clad in the finest armor the black market can provide and wielding the most advanced weaponry available, they are the embodiment of criminal power. Their role is simple: maintain control, eliminate rivals, and expand their empire at any cost.

Rules Reference

FieldValue
Abilities / Cha18
Abilities / Con14
Abilities / Dex20
Abilities / Int16
Abilities / Str14
Abilities / Wis17
Armor Class20
Base Attack Bonus7
Creature TypeHumanoid
Flat Ac20
Hd Count7
Hd Sides10
Hit Dice7d10+21
Hit Points61
Hp Bonus21
Immunitiesfear effects
Initiative7
LanguagesTrade Tongue, Hive Cant, Undercommon, 2 regional dialects
MoraleUnbreakable (20); fights to the death or escapes when cornered
PsionicsNone
Resistancespoison 10
Role TagsLeader, Criminal, Mastermind
Saves / Fort6
Saves / Ref9
Saves / Will8
SensesLow-light vision; passive Perception 17
SizeM
Speed30
Threat Rating5
Touch Ac13
VulnerabilitiesNone
Xp2000
Dialogue Pathgame/dialogue/npc-hive-kingpin.yaml

Notes

Full Attack: Monofilament Whip melee +11 (1d8+2 slashing, reach 15 ft) and Holdout Pistol ranged +12 (2d6 ballistic) or Neural Disruptor ranged +11 (1d6 Wis, DC 15 Fort or Stunned 1d4 rounds)

Habitat: Hive cities, criminal underworld, black markets, smuggling routes. Found surrounded by 5-10 Hive Gangers and 1-2 Gang Bosses.

Tactics: Uses Criminal Network to call in reinforcements at the first sign of trouble. Engages with Monofilament Whip to keep foes at bay while using Holdout Pistol for ranged attacks. Deploys Dirty Tricks to control the battlefield. Uses Neural Disruptor against key targets. Attempts to Escape if overwhelmed, using hidden tunnels or bribed contacts.

Treasure: Monofilament whip (1200 rek), holdout pistol (concealed, 800 rek), neural disruptor (1500 rek), reinforced armor (1000 rek), encrypted datapad (contains criminal contacts and blackmail material), 2d10 gems (100 rek each), 1d4 doses of combat stims (200 rek each), Hive Kingpin signet ring (valuable for underworld deals).

Attacks

Monofilament Whip

FieldValue
bonus11
categorymelee
damage1d8+2
damageTypeslashing
nameMonofilament Whip
notesReach 15 ft; can disarm or trip opponents

Holdout Pistol

FieldValue
bonus12
categoryranged
damage2d6
damageTypeballistic
nameHoldout Pistol
notesRange 30 ft; concealed, +4 to hit when surprising foes

Neural Disruptor

FieldValue
bonus11
categoryranged
damage1d6 Wis damage
damageTypeneural
nameNeural Disruptor
notesRange 50 ft; DC 15 Fort save or Stunned for 1d4 rounds

Special Abilities

Criminal Network

FieldValue
actionCostStandard
nameCriminal Network

description: Can call in 1d4 Hive Gangers as reinforcements (arrive in 1d4 rounds). Also gains +4 to Gather Information and Intimidate checks in Hive territories. The Kingpin's informants are everywhere.

Dirty Tricks

FieldValue
actionCostStandard
nameDirty Tricks

description: Can deploy caltrops, smoke bombs, or flash grenades. Caltrops: cover 20 ft square, DC 15 Reflex or move at half speed. Smoke: heavy obscuration for 1d4 rounds. Flash: DC 15 Fort or Blinded for 1d4 rounds.

Streetwise

FieldValue
actionCostPassive
nameStreetwise

description: +4 to AC against attacks from foes in Hive territories. Immune to being surprised in familiar areas. The Kingpin knows every alley and hideout.

Bribe Officials

FieldValue
actionCostStandard
nameBribe Officials

description: Can attempt to bribe local authorities or mercenaries (DC 15 Cha check). Success means they ignore the next illegal action or provide false information.

Acrobatics

FieldValue
actionCostFree
nameAcrobatics

description: Once per encounter, can attempt to escape using hidden tunnels or bribed contacts (DC 15 Dex check to vanish, leaving combat).