Hobgoblin Torturer

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Hobgoblin Torturer (CR 9)

Hobgoblins are the cruelest and most common of the Low Fey. 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 establich 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 dozeb here, a few hundred there.... It 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 'respectable' Hobgoblins. They are menials and guards, in charge of the slave coffles and the work-houses. They are charged with the precious slaves, and as a result are well thought of. Torturers are 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

CR 9 Hit Dice 14

XP 6,400

LE, Medium, Fey

Init +4; Senses(darkvision 60ft, Perception +14


DEFENSE

AC 28, touch 17, flat-footed 21 (+7 dex, +11 armor)

hp 160

Fort +12, Ref +8, Will +10

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: Vulnerability to Cold Iron


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 10 ft.

Single Melee Cracking Whip +15 (2d8+3/19-20x2) + Whipcrack

Full Melee 2x Cracking Whip +15 (2d8+3/19-20x2) + Whipcrack

Ranged -

Special Attacks Enslave, Whipcrack

Action Points 0


STATISTICS

Str 16, Dex 16, Con 18, Int 12, Wis 12, Cha 8

Base Atk +9; CMB +17; CMD 30

Feats -

Skills Combat Reflexes EFFECT: Up to 4 attacks of opportunity per round

Languages Common, Awnshelghi


SPECIAL ABILITIES

<special abilities should have a save DC 19>

<special attack damage (standard action): 5d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+1>


Enslave

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 creatures will to the hobgoblins, and thus you will see cruelly chained and shackled monsters in hobgoblin encounters.

Enslaved: This is a 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 ruined Cold Iron shackles give Enslaved Monsters DR/Cold Iron equal to their CR/3. Thus, Enslaved Bugbears get DR/2 Cold Iron, while Enslaved Mohrg's would get DR/3 Cold Iron. Enslaved creatures grant ten percent more XP and treasure to reflect their stronger combat stats.


Whipcrack

When attacked by the Hobgoblin's Cracking Whip attack, struck creatures must make a Fortitude Save versus a DC of 19. If they fail the save, they suffer the jostled condition and take 2d6+1 sonic-based non-lethal damage. If they make the save, they are not jostled and only take half damage. Hobgoblins don't want to KILL you, they want to CATCH you....



TREASURE

sell value of approximately 4,000 gp


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 the Cracking Whip attack to inflict Whipcrack as much as possible. 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 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.