Difference between revisions of "Hobgoblin Torturer"

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| Ability-2-Description = Up to once per target per round, when attacked by the Hobgoblin's Ripping Whip attack (hit or miss), attacked creatures must make a Fortitude Save versus a DC of {{Save-DC}}.  If they fail the save, they suffer the [[jostled]] condition and take {{Special-Swift-Dmg}} points of [[Non-Lethal Damage]].  If they make the save, they are not [[jostled]] and only take half the subdual damage.   
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| Ability-2-Description = Up to once per target per round, when attacked by the Hobgoblin's Ripping Whip attack (hit or miss), attacked creatures must make a Fortitude Save versus a DC of {{Save-DC}}.  If they fail the save, they suffer the [[secured]] condition and take {{Special-Swift-Dmg}} points of {{dmg|slashing}} damage.  If they make the save, they are not [[secured]] and only take half the damage.   
  
 
:Hobgoblins don't want to KILL you, they want to CATCH you....
 
:Hobgoblins don't want to KILL you, they want to CATCH you....

Revision as of 16:31, 16 January 2020

Hobgoblin Torturer

Hobgoblin Torturer (CR 9)

Lawful Evil - Medium - Fey
Hobgoblins are the cruelest and most common of the Low Fey. Although technically Outsiders, they live on the Prime material in large numbers, their enclaves generally isolated. By the measures of more 'normal' races, the Hobgoblins, like all fey, are quite insane. Their motives and reasoning are just-so-subtly...off.
For example. Hobgoblins are quite formidable beings. If they formed armies and marched on their neighbors, they could establish nations and empires easily enough. But they do not. They don't care about such things, being content to live in small towns and thorps, a few dozen here, a few hundred there.... That is all that they are interested in. Hobgoblins are far more interested in their byzantine social lives and the torment of their slaves than they are about worrying over living space, to be honest.
Hobgoblin Torturers are the lowest sort of 'respectable' Hobgoblins. They are menials and guards, in charge of the slave coffles and the work-houses. They have a rough 'blue-collar' attitude about them, but in Hobgoblin society Torturers are charged with the precious slaves, and as a result are well thought of. Torturers are indeed a rough and tumble breed, well used to inflicting suffering and breaking the will of slaves. They are skilled with whips and chains, and will Enslave anything they can get shackles upon.

General

Lore Check: Know (Nature) (Basic: DC 18; Full: DC 33)
Init: +20
Ambush Chance: 9+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft.
Passive Perception: 29 (Spot: +19, req's move action)

Defense

AC: 29
Maneuver Defense (MD): 29
Hit Points: 160     (Bloodied Value: 80)    Hit Dice: 14
Fort: +12    Refl: +8    Will: +10
Special Defenses:
Strong Against:
Weak Against:
  • (Fey 1) Vulnerable (1.5x damage): Cold Iron

Offense

Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 10 ft.
Standard Attack:
  • 1x Ripping Whip +16 (2d8+9/19-20 x2) as slashing (physical, common); plus Whipcrack
Full Attack:
  • 3x Ripping Whip +16 (2d8+9/19-20 x2) as slashing (physical, common); plus Whipcrack
Standard Ranged:
  • 1x Hob-Darts +16 (2d8+9/19-20 x2) as piercing (physical, common) (Increment: 30 ft.; Max Range: 150 ft.)
Full Ranged:
  • 3x Hob-Darts +16 (2d8+9/19-20 x2) as piercing (physical, common) (Increment: 30 ft.; Max Range: 150 ft.)
Maneuver Offense: +15
Siege Damage: Not siege capable
Special Attacks: Enslave, Whipcrack
Action Points: 0

Statistics

Str: 16    Dex: 16    Con: 18    Int: 12    Wis: 12    Cha: 8
Feats: Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Skills:
Languages: Awnsheghlien, Common

Special Abilities

Enslave (Su)

When they catch slaves, the Torturers enact a fearful ritual upon them to ensure their compliance. They take Cold Iron and very carefully craft it into chains, heating it in their red forges to denature the poison substance. They take the white hot metal and hammer it into slave shackles upon their victims. This breaks the creature's will to the hobgoblin's, and thus you will see cruelly chained and shackled monsters in hobgoblin encounters.
Enslaved: This is a strong status condition that applies only to monsters with an INT score. The monster becomes subservient to the hobgoblins and will do whatever it is told. The reforged Cold Iron shackles give enslaved monsters DR/Cold Iron equal to their CR ÷ 2. Enslaved creatures grant 10% more XP and treasure to reflect their stronger combat stats. Enslaved can be cured only by casting Remove Curse (Cleric Spell), or using an ability with a comparable effect.

Whipcrack (Su)

Up to once per target per round, when attacked by the Hobgoblin's Ripping Whip attack (hit or miss), attacked creatures must make a Fortitude Save versus a DC of 22. If they fail the save, they suffer the secured condition and take 2d6+6 points of slashing (physical, common) damage. If they make the save, they are not secured and only take half the damage.
Hobgoblins don't want to KILL you, they want to CATCH you....


Combat Tactics

Hobgoblin Torturers are incredibly cruel things, and will mercilessly drive any available Enslaved monsters to the attack as disposable shields. They will stay behind these Enslaved and use their reach to attack past them, using their Ripping Whip attack to inflict Whipcrack as much as possible. If they make full attacks, they will often try to hit more than one creature, to maximize their Whipcrack damage. Hobgoblins are well aware of their Combat Reflexes ability, and will strive to keep five feet of distance using five-foot steps, to force foes to move up and suffer more Attacks of Opportunity.
They will try to stack their jostled condition to push fast enemies after them in the initiative count, so they can get more attacks earlier. If the fight is going poorly and they have Enslaved remaining, they will use the Enslaved to block pursuit and attempt to flee, so they can warn the rest of their tribe that a strong foe has arrived. If unable to break free, they will concentrate attacks and fight to the death.

Out of Combat

Rewards

XP: 6,400
Treasure: Sellable Goods worth 5,125 gp.
Weight: 100 lbs.     Volume: 4 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)