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Drug Cartel Guard, CR 3; (Tough Ordinary 4): Medium Humanoid (human); HD 4d10+8,

Hp 30, Mas 15;


Init +1, Spd 30 ft.;
Def 15 (+1 Dex, +3 class, +1 synthleather jacket);
BAB +3, CMB +5 CMD 16;
 +6 melee (1d6+2 nonlethal, brawl) or
 +4 ranged (2d6, Llama X); or +4 ranged (2d8, AK-97);
AL Cartel; AP 0, Rep +1;
SV Fort +4, Ref +2, Will +2;
Str 15, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Occupation: Criminal (class skills: Hide, Sleight of Hand; bonus feat: Personal Firearms Proficiency)
Skills: Stealth +5, Intimidate +6, Move Silently +3, Knowledge (streetwise) +4, Sleight of Hand +4.
Feats: Brawl, Confident, Personal Firearms Proficiency, Streetfighting.
Possessions: AK-97 (one 30-rnd mag.), Llama X (10mm autoloader with hip holster); 2 magazines
(15 rnds)), 3 frag grenades, jungle fatigues, personal radio.

Drug Factory Overseer, (Strong Ordinary 3/Charismatic Ordinary 1): CR 5; Medium-size human;
HD 3d8+3 plus 3d6+3;
Hp 28; Mas 12;
Init +1; Spd 30 ft,;
Defense 15, touch 14, flat-footed 14 (+1 Dex. +3 class, +1 leather vest);
BAB +4; CMB +6 CMD 17;
 +7 melee (1d6+2 nonlethal plus 1d4, brawling, streetfighting), or
 +7 melee (1d6+2/19-20, metal baton), or
 +5 ranged (2d6, Llama X);
AL La Gente, evil; AP 0; Rep +2;
SV Fort +5, Ref +4, Will +2;
Str 15. Dex 13, Con 12, Int 8, Wis 10, Cha 15;
Occupation: Criminal (bonus feats; Disable Device, Sleight of Hand).
Skills: Bluff +7, Climb +4, Disable Device +6, Drive +3, Intimidate +8, Jump +3, Knowledge (current
events) +3, Knowledge (streetwise) +6, Read/Write Spanish, Sleight of Hand +7, Speak English.
Feats: Brawl, Advanced Firearms Proficiency, Personal Firearms Proficiency, Point Blank Shot,
Simple Weapons Proficiency, Streetfighting.
Possessions: Leather vest, Llama X (10mm autoloader), Uzi-III, 100 rounds of 10mm ammunition,
metal baton, jungle fatigues, machete.
Cartel Enforcer, CR 5; (Strong Ordinary 3/Tough Ordinary 3): Medium-size human; HD 3d8+6 plus 3d10+6;
Hp 42; Mas 14;
Init +1; Spd 30 ft.;
Defense 18, touch 15, flat-footed 17 (+1 Dex, +4 class, +3 undercover vest);
BAB +5; CMB +7 CMD 19;
 +7 melee (1d4+2/19–20, unarmed, Combat Martial Arts) or
 +7 melee (1d6+2/19–20, machete)
 +7 ranged (2d6, Llama X), or
 +5 ranged (4d6, autofire, Uzi III)
AL La Gente; AP 0; Rep +1;
SV Fort +6, Ref +3, Will +3;
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Occupation: Criminal (bonus class skills: Gamble, Knowledge (streetwise]).
Skills: Climb +5, Drive +3, Intimidate +5, Jump +4, Knowledge (current events) +2, Knowledge
(streetwise) +4, Profession +2, Read/Write Spanish, Speak English, Perception +2, Swim +3.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Improved
Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Uzi III, 2 magazines (35 rnds); Llama X (10mm autoloader with hip holster); 2
magazines (15 rnds); undercover vest, jungle fatigues, machete.

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