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Warmonger

Creature 10 — human, humanoid

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.

Source: pathfinder-npc-core

Perception +16
Skills athletics +24, intimidation +20, stealth +19, survival +14
Str
+6
Dex
+4
Con
+5
Int
+1
Wis
+0
Cha
+0
AC 29 Fort +21 Ref +20 Will +16
HP 200
Speed 30 feet, climb 10 feet, swim 20 feet

Offense

Melee Battle Axe +23, Damage 2d8+12 slashing
Melee Fist +22, Damage 1d4+12 bludgeoning
Ranged Composite Longbow +21, Damage 1d8+9 piercing

Abilities

War Ready — The warmonger can always roll Warfare Lore for initiative.
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 — Reactive Strike
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
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.
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 type:emanation that hears it deals an additional 1d6 damage with its Strikes for 1 round.

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