Hryngar Skull Collector
Creature 6 — dwarf, hryngar, humanoid
Pre-Remaster content. May include legacy alignment.
CrasherFlankerLANDhumanoiddwarf
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
Source: sky-kings-tomb-bestiary (Pre-Remaster)
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
Items Greataxe, Leather Armor, Hood
AC 23
Fort +15
Ref +12
Will +14
HP 105
Speed 20 feet
Offense
Melee Greataxe (magical, sweep) +16, Damage 1d12+9 slashing
Abilities
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 — 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 (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 (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.
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, attack +13
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil
WORKS WELL WITH
SnareLANDA controller that keeps a marked target pinned in place lets this executioner land its bonus precision damage turn after turn.
WeaverLANDA spellcaster adding extra fear or Off-Guard effects compounds the dread from its intimidating Strikes, tipping saves toward failure.
SniperLANDA ranged attacker can keep punishing the same marked target from range while this executioner threatens anyone who steps in close.
PUNISHES
✖ clumping✖ isolated high-value targets✖ low Will
Avoid pairing with another Crasher; both want to charge the same priority target and the encounter becomes a single-lane brawl.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Hryngar Skull Collector in the encounter builder — free, no install.
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