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
| Field | Value |
|---|---|
| Abilities / Cha | 18 |
| Abilities / Con | 14 |
| Abilities / Dex | 20 |
| Abilities / Int | 16 |
| Abilities / Str | 14 |
| Abilities / Wis | 17 |
| Armor Class | 20 |
| Base Attack Bonus | 7 |
| Creature Type | Humanoid |
| Flat Ac | 20 |
| Hd Count | 7 |
| Hd Sides | 10 |
| Hit Dice | 7d10+21 |
| Hit Points | 61 |
| Hp Bonus | 21 |
| Immunities | fear effects |
| Initiative | 7 |
| Languages | Trade Tongue, Hive Cant, Undercommon, 2 regional dialects |
| Morale | Unbreakable (20); fights to the death or escapes when cornered |
| Psionics | None |
| Resistances | poison 10 |
| Role Tags | Leader, Criminal, Mastermind |
| Saves / Fort | 6 |
| Saves / Ref | 9 |
| Saves / Will | 8 |
| Senses | Low-light vision; passive Perception 17 |
| Size | M |
| Speed | 30 |
| Threat Rating | 5 |
| Touch Ac | 13 |
| Vulnerabilities | None |
| Xp | 2000 |
| Dialogue Path | game/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
| Field | Value |
|---|---|
bonus | 11 |
category | melee |
damage | 1d8+2 |
damageType | slashing |
name | Monofilament Whip |
notes | Reach 15 ft; can disarm or trip opponents |
Holdout Pistol
| Field | Value |
|---|---|
bonus | 12 |
category | ranged |
damage | 2d6 |
damageType | ballistic |
name | Holdout Pistol |
notes | Range 30 ft; concealed, +4 to hit when surprising foes |
Neural Disruptor
| Field | Value |
|---|---|
bonus | 11 |
category | ranged |
damage | 1d6 Wis damage |
damageType | neural |
name | Neural Disruptor |
notes | Range 50 ft; DC 15 Fort save or Stunned for 1d4 rounds |
Special Abilities
Criminal Network
| Field | Value |
|---|---|
actionCost | Standard |
name | Criminal 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
| Field | Value |
|---|---|
actionCost | Standard |
name | Dirty 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
| Field | Value |
|---|---|
actionCost | Passive |
name | Streetwise |
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
| Field | Value |
|---|---|
actionCost | Standard |
name | Bribe 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
| Field | Value |
|---|---|
actionCost | Free |
name | Acrobatics |
description: Once per encounter, can attempt to escape using hidden tunnels or bribed contacts (DC 15 Dex check to vanish, leaving combat).