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Warmonger

CREATURE 10

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.


Perception +16
Languages Common
Skills Athletics +24, Intimidation +20, Stealth +19, Survival +14, Warfare Lore +21
Str +6, Dex +4, Con +5, Int +1, Wis +0, Cha +0
War Ready

The warmonger can always roll Warfare Lore for initiative.


AC 29; Fort +21, Ref +20, Will +16
HP 200
Pain Training

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 Strike

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.


Speed 30 feet, climb 10 feet, swim 20 feet
Melee Battle Axe +23 (magical, sweep), Damage 2d8+12 slashing
Melee Fist +22 (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoning
Ranged Composite Longbow +21 (deadly d10, magical, propulsive, reload 0, volley 30, range increment 100 feet), Damage 1d8+9 piercing
Patch and Set (healing, manipulate)
Frequency once per day
Requirements The warmonger has a hand free

Effect The warmonger grits their teeth and ties off a wound or sets a bone or joint. They regain 20 healing Hit Points.
Power Through
Requirements The warmonger is wielding two melee weapons and isn't Fatigued

Effect 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 Prey (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 Cry (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

Pathfinder NPC CoreORC