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Hryngar Skull CollectorCreature 6


MediumDwarfEvilHryngarHumanoidLawful
Source Pathfinder #195: Heavy is the Crown
Perception +12 (darkvision)
Languages Common, Dwarven, Sakvroth
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 20 feet

Greataxe One Action +16 (+11, +6) to hit (magical, sweep) 1d12+9 Slashing

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

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 24 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 for one degree of success worse than the result of their saving throw.

Intimidating Strike Two Actions (emotion, fear, fighter, 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 1d12 additional precision damage.

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


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Sigil
2nd Level: Blood Vendetta, Paranoia


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. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.


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.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Hryngar

Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light

Humanoid

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