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Interrogator

CREATURE 6

Interrogators use pain and intimidation against prisoners and other helpless victims to force "confessions."


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


Perception +13
Languages Common
Skills Athletics +15, Intimidation +13, Medicine +13
Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +2

AC 22; Fort +12, Ref +12, Will +11
HP 90

Speed 25 feet
Melee Dart +15 (agile, thrown 20), Damage 1d4+7 piercing plus Torment
Melee War Razor +17 (agile, backstabber, deadly d8, finesse, magical), Damage 1d4+10 slashing plus Torment
Melee Fist +16 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus Torment
Blood and Fear

The interrogator Strikes with a slashing melee weapon. If they hit and deal damage, the target takes an additional 1d4 persistent bleed damage and is Frightened 1 (or 2d4 persistent bleed damage and Frightened 2 on a critical hit).

Each of the interrogator's other enemies in a 30-foot emanation around the target that witnesses the bloodshed must succeed at a DC 19 Will save or be frightened 1. The frightened part of this ability is an emotion, fear, mental, and visual effect.

Hobble
Requirements A creature is Grabbed or Restrained by the interrogator

Effect One creature grabbed or restrained by the interrogator takes 2d6 bludgeoning damage with a DC 23 basic Fortitude save. If the creature fails its save, it also gains a condition of the interrogator's choice: Clumsy 2 for 1 minute, Enfeebled 2 for 1 minute, or Drained 1.
Torment

The interrogator's Strikes deal an additional 1d8 mental damage to Frightened creatures.

Pathfinder NPC CoreORC