*medium human* *** ### Attributes **Armor Class** 17 (Durile clothing) **Damage Reduction** 2 **Hit Points** 65 (10d8+20) **Speed** 9 m. STR |DEX| CON| INT| WIS| CHA -|-|-|-|-|- 17 (+3)| 18 (+4)| 14 (+2)| 14 (+2)| 11 (+0)| 14 (+2) **Skills** Intimidation +4, Streetwise +6 **Senses** Passive Perception 10 **Languages** Any two languages **Challenge** 2 (450 XP) *** ### Features **Pack Tactics.** The gang leader has advantage on an attack roll against a target if at least one of the gang leader’s allies is within 1.5 meters of the target and the ally isn’t incapacitated. **Violent Influence.** The gang leader grants allies within 9 m. a +2 bonus on their damage rolls. *** ### Actions ***Multiattack.*** The gang leader makes two melee or ranged attacks. ***ZQ Monkey King.*** *Ranged Weapon Attack*: +6 to hit, range 14/42 m., one target. Hit: 14 (3d6+4) piercing damage. ***NanoEdge Kerambit.*** *Melee Weapon Attack*: +6 to hit, reach 1.5 m., one target. Hit: 8 (1d8+4) armor piercing, piercing or slashing damage. *** ### Description **Gang leaders** have a strong personality, ruthless cunning, and a silver tongue. More than money, a gang leader seeks power, status, and respect. Someone who appeals to the gang leader’s vanity or ego is more likely to be treated fairly than someone who does not.