*medium human*
***
### Attributes
**Armor Class** 17 (Spyder Sylk clothing)
**Damage Reduction** 2
**Hit Points** 33 (6d8+6)
**Speed** 9 m.
STR |DEX| CON| INT| WIS| CHA
-|-|-|-|-|-
11 (+0)| 16 (+3)| 12 (+1)| 14 (+2)| 14 (+2)| 16 (+3)
**Saving Throws** Str +3, Dex +6, Con +4, Int +5, Wis +5, Cha +6
**Skills** Bureaucracy +4, Deception +5, Insight +4, Persuasion +7
**Senses** Passive Perception 12
**Languages** Any two languages
**Challenge** 2 (450 XP)
***
### Features
**Glib.** If the corporate executive spends 1 minute talking to someone who can understand what they say, the corporate executive can make a Charisma (Persuasion) check contested by the person’s Wisdom (Insight) check. If the check succeeds, the target is charmed for 1 minute thereafter.
**Inspiration (3/encounter).** As a bonus action, grant 1 target ally a d8 inspiration die. The ally can use this die once to add the result to one ability check, attack roll, or saving throw it makes.
**Sneak Attack (1/Turn).** The corporate executive deals an extra 7 (2d6) damage when it hits a target with a weapon attack that has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the corporate executive that isn’t incapacitated and the corporate executive doesn’t have disadvantage on the attack roll.
***
### Actions
***9mm Handgun.*** *Ranged Weapon Attack*: +5 to hit, range 12/36 m., one target. Hit: 10 (2d6+3) piercing damage.
***
### Description
**Corporate executives** rule from boardrooms and high-rise offices, trading money and people’s lives with equal ease. The fiscal world of 2090 is more violent than eras past, and modern corporate executives are a result of this murderous natural selection.