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ExecutionerCreature 6


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +12
Languages Common
Skills Athletics +15, Intimidation +13, Medicine +10
Str +5, Dex +2, Con +3, Int -1, Wis +2, Cha +2

AC 23; Fort +15; Reflex +12; Will +14;
HP 105
Speed 25 feet

Greataxe One Action +16 (+11, +6) to hit (magical, sweep) 1d12+9 Slashing
Fist One Action +15 (+11, +7) to hit (agile, nonlethal, unarmed) 1d4+9 Bludgeoning

Behead Three Actions

Requirements The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow


Effect The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a DC 23 fortitude save or be reduced to 0 HP and become Dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. If the executioner's Strike was a critical hit, the target uses the outcome one degree of success worse than the result of their saving throw.

Intimidating Strike Two Actions (emotion, fear, mental)

The executioner makes a melee Strike. If it hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.

Mark for Death One Action (concentrate)

The executioner marks a single creature they can see for death. The first time each round the executioner Strikes that creature, the Strike deals an extra 1d12 precision damage.

The creature remains marked for death until the executioner is knocked out, marks a different creature for death, or the encounter ends.


Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.