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Dottari Excruciator DivisionCreature 9


Uncommon​Gargantuan​Human​Humanoid​Troop​
Source Pathfinder Adventure Path: Hell's Destiny
Perception +21
Languages Common, Diabolic
Skills Lore +14, Athletics +20, Intimidation +18, Religion +16, Society +14
Str +6, Dex +1, Con +4, Int +2, Wis +3, Cha +2

AC 27; Fort +21; Reflex +15; Will +18;
HP 165
Speed 25 feet
Weaknesses Area Damage 8, Splash Damage 8

Long Arm of the Law Reaction

Trigger A creature adjacent to the dottari excruciator division leaves a square during a move action it's using


Effect The excruciators deal (2d8+9) bludgeoning damage to the triggering creature with a DC 25 reflex save. On a critical failure, the creature's move action is disrupted.

Troop Defenses

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Bash It Down Two Actions

Frequency once per round


Effect The excruciators make a coordinated effort to shove outward with their shields, taking down opponents and impediments alike. The troop attempts to either [/act shove] or [/act trip] each enemy in a 5-foot emanation and [/act force-open] each object in a 5-foot emanation. The troop rolls a single Athletics check and compares the result to each target's appropriate DC. The troop doesn't take a penalty for not having a crowbar. It's possible for the troop to get a different degree of success for each target. The troop can't automatically Stride after any creature they successfully Shove.

Beat the Lawbreakers One Action (magical)

Frequency once per round


Effect The excruciators swing their maces in a coordinated melee attack against each enemy in a 5-foot emanation (DC 25 reflex save). The damage depends on the number of actions. The excruciators can choose to deal nonlethal damage with this attack.

1 (1d6+2) bludgeoning

2 (2d6+11) bludgeoning

3 (3d6+14) bludgeoning

Stop Where You Are Two Actions (magical)

The excruciators draw or reload their crossbows with special hindering bolts, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 80 feet that deals 4d6 piercing damage (DC 25 reflex save). When the dottari excruciator division is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. On a failure, a creature also takes a –10-foot circumstance penalty to its Speeds for 1 round. On a critical failure, a creature also gains the Immobilized condition ([/act escape dc=25]).


The dottari serve as Cheliax's elite city guards, assembled and deployed to quash serious threats. Queen Abrogail Thrune I founded the original excruciator divisions to restore order to a nation torn by civil war and not yet fully submissive to Thrune rule. To this day, the dottari are empowered to destroy property (or break a few bones) in carrying out their duties.

Dottari are trained to neutralize foes nonlethally, but they empowered to use lethal force at their discretion (and often do). They're also famed for their alchemical crossbow bolts—many tipped with fast-acting, explosive glue—ending altercations before they've really begun.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.