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Gang Leader

Gang Leader Creature7

CE Medium Human Humanoid

Perception +14

Languages Common

Skills Acrobatics +13, Athletics +13, Deception +15, Intimidation +17, Society +11, Stealth +13, Thievery +15, Underworld Lore +15

Str +4, Dex +4, Con +2, Int +2, Wis -1, Cha +4

Items minor potion of healing, +1 shortsword, sling (10 bullets), studded leather, tanglefoot bag

AC 26; Fort +13, Ref +17, Will +10

HP 104

Deny Advantage The gang leader isn’t flat-footed to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.

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

Surprise Attack On the first round of combat, if the gang leader rolls Deception or Stealth for initiative, creatures who haven’t acted are flat-footed to the gang leader.

Nimble Dodge [reaction] 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.

Speed 30 feet

Melee [one-action] shortsword +18 (agile, magical, versatile S), Damage 1d6+10 piercing

Ranged [one-action] sling +18 (propulsive, range increment 50 feet, reload 1), Damage 1d6+8 bludgeoning

Brutal Rally [reaction] (auditory, emotion, linguistic, mental) 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.

Gang Up Any enemy is flat-footed 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 [one-action] 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 flat-footed creatures.


Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.

A gang leader might run a gang, but several other NPCs in this chapter make for good gang members. A gang of significant size typically has a pyramid structure so that only a few members report directly to the boss and it’s harder to link crimes directly to those in charge if someone gets arrested.

Section 15: Copyright Notice

Pathfinder Gamemastery Guide © 2020, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, John Bennett, Logan Bonner, Clinton J. Boomer, Jason Bulmahn, James Case, Paris Crenshaw, Jesse Decker, Robert N. Emerson, Eleanor Ferron, Jaym Gates, Matthew Goetz, T.H. Gulliver, Kev Hamilton, Sasha Laranoa Harving, BJ Hensley, Vanessa Hoskins, Brian R. James, Jason LeMaitre, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Stephen Radney-MacFarland, Jessica Redekop, Alistair Rigg, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Christina Stiles, Landon Winkler, and Linda Zayas-Palmer.