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There is a Legacy version here.

Gang Leader

Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Gang LeaderCreature 6

Medium Human Humanoid 
Source NPC Core pg. 160
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +15, Deception +13, Intimidation +15, Society +9, Stealth +15, Thievery +13, Underworld Lore +13
Str +4, Dex +4, Con +2, Int +2, Wis -1, Cha +4
Items +1 shortsword, lesser healing potion, moderate glue bomb, sling (10 bullets), studded leather
AC 22; Fort +11, Ref +15, Will +10
HP 90
Deny Advantage The gang leader isn't off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.Evasive Reflexes When the gang leader rolls a success on a Reflex save, they get a critical success instead.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] fist +15 [+11/+7] (agile, nonlethal, unarmed), Damage 1d4-2+10 bludgeoningMelee [one-action] shortsword +16 [+12/+8] (agile, magical, versatile S), Damage 1d6-2+10 piercingRanged [one-action] sling +15 [+10/+5] (propulsive, range increment 50 feet, reload 1), Damage 1d6-2+8 bludgeoningBrutal Rally [one-action] (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 off-guard 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 off-guard creatures.Surprise Attacker On the first round of combat, creatures that haven't acted are off-guard to the gang leader.

Sidebar - Related Creatures Gang Structure

A gang leader might run a gang, and several other NPCs in this section and the Criminal section 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.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.