Hryngar Skull Collector

Level 6
Creature· dwarfMediumLegacy
AC 23
HP 105
Speed 20 ft.
Fort +15
Ref +12
Will +14
Perc +12
Size Medium
Common
Spells
Occult Innate Spells (DC 21, attack +13)
Languages common, dwarven, sakvroth
Senses darkvision
Skills athletics +15, intimidation +13, medicine +10
Recall Knowledge society DC 22

Attacks

Melee Greataxe +16/+11/+6(magical, sweep)
Damage: 1d12+9 slashing

Abilities

Light Blindnessdefensive

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◆◆◆offensive

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

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◆◆offensive(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 Deathoffensive(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.

Description

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