Warmonger

Level 10
Creature· humanMediumRemaster
AC 29
HP 200
Speed 30 ft.
Fort +21
Ref +20
Will +16
Perc +16
Size Medium
Common
Languages common
Speeds 30 ft., climb 10 ft., swim 20 ft.
Skills athletics +24, intimidation +20, stealth +19, survival +14
Recall Knowledge society DC 27

Attacks

Melee Battle Axe +23/+18/+13(magical, sweep)
Damage: 2d8+12 slashing
Melee Fist +22/+18/+14(agile, nonlethal, unarmed)
Damage: 1d4+12 bludgeoning
Ranged Composite Longbow +21/+16/+11 (range 100 ft.)(deadly d10, magical, propulsive, reload 0 ft., volley 30 ft.)
Damage: 1d8+9 piercing

Abilities

War Readyinteraction

The warmonger can always roll Warfare Lore for initiative.

Pain Trainingdefensive

The warmonger treats the value of any Drained, Dying, Enfeebled, Sickened, and Wounded conditions affecting them as 1 lower. The warmonger still has the condition and must remove it normally.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Patch and Setoffensive(healing, manipulate)

Requirements The warmonger has a hand free

The warmonger grits their teeth and ties off a wound or sets a bone or joint. They regain 20 healing Hit Points.

Power Through◆◆offensive

Requirements The warmonger is wielding two melee weapons and isn't Fatigued

The warmonger attempts up to three melee Strikes against different creatures. These count toward the warmonger's multiple attack penalty normally, but the penalty doesn't increase until after all the attacks. The warmonger overexerts themself with the attacks, becoming fatigued. The warmonger can attempt a DC 30 fortitude save to recover from this fatigued condition at the start of each of their turns.

Sight Preyoffensive(concentrate)

The warmonger singles out one enemy to bring down with ranged attacks until the end of the current turn. The warmonger's ranged Strikes against that creature gain a +1 circumstance bonus to the attack roll and deal an extra 3d6 precision damage. Each time the warmonger hits that creature with a ranged Strike, the creature takes a –10-foot penalty to its Speeds for 1 minute and falls 20 feet if it's flying. Effect: Sight Prey (Speed Penalty)

War Cryoffensive(auditory, emotion, mental)

Frequency once per hour Trigger The warmonger critically hits or knocks out an enemy Effect The warmonger screams a battle cry. Each ally in a 30-foot emanation that hears it deals an additional 1d6 damage with its Strikes for 1 round. Effect: War Cry

Description

Warmongers believe the base state of life is violence. They stay in peak physical condition with constant training and keep their supplies ready for marching to war.


Villains pursue selfish and cruel goals, trampling over anyone in their way.