Hellspawn Commander
Hellspawn Commander
Complex Monster, XP 4000
Level 8 (+4)
"Hell's armies have powerful legions beyond number. Why, even the weakest of their hellspawn are as strong as our greatest champions, so no, we don’t ‘dip’ into hellspawn summoning here, even if it would get us the information we seek."
——Hastran Blackwald, Captain of the Guard addressing an unscrupulous wizard
Sometimes referred to as a “Hell Soldier” by mortals, the Hellspawn Commander is always found at the forefront of a hellish infantry, a shock troop bathed in the chaos and battle it so hungrily craves. They wield an Infernal glaive in combat but are also unhesitant to engage enemies with their vicious, jagged claws. Most noticeable about them, however, is the foul, infested, and crawling dark green beard that notoriously infects anything it touches. In Hellspawn society, they are commonly found serving as guards to more powerful infernal creatures. They can teleport anywhere on their home plane on a whim, and are extremely observant, making them well suited for both the battlefield and capturing creatures who have wronged their masters. When immersed in the fight, all Hellspawn Legionnaires revel in their battle frenzy, gaining strength and power through the sheer enjoyment of the slaughter of their victims.
Awareness
20
Senses
Darkvision
Initiative 19/1d8
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Morale
2
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Defenses
AC
20/23
Touch
18
Fort
20
Reflex
18
Will
17
Resistances: Weapon (5/overcome by Silver or Good aligned), Fire (Imm), Caustic (10), Cold (10). Immune Disease, Fear, and Poisons & Toxins. MR [1d6+5]
Vulnerabilities:
Attributes / Saving Throws
STR
26 / 29
DEX
18 / 21
CON
21 / 24
INT
9 / 11
WIS
14 / 16
CHA
13 / 15
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 65ft / 3
At-Will
Infernal Glaive (Swing)
[Opportunity] Basic
+15 vs AC (ArN 1)
Infernal Glaive (Thrust)
[Opportunity] Basic
+14 vs AC (ArN 2)
Claw
+13 vs AC (ArN 2)
Standard REC 5 • Melee Reach 5ft • One creature
2d6 + 8 (avg 15) Slashing damage (Crit 8%/6)
The Commander takes a trained swipe at an enemy with its hellish claws.
2d6 + 8 (avg 15) Slashing damage
Grapple +14
Uses: 3
Short Rest
Infernal Wound
[Necrotic] Basic
+14 vs AC (ArN 2)
Infernal Swath
Basic
+15 vs AC (ArN 1)
Standard REC 10 • Melee Reach 10ft • Up to two continuous creatures within reach
2d10 + 16 (avg 27) Slashing Piercing damage (Crit 8%/6)
The Commander slams its Glaive into two nearby enemies, attempting to cut through them. Make a single attack roll and compare it to both targets of the attack.
Beard of Filth
[Supernatural, Evil] Advanced • Pot 1d8+5, MR No
+12 vs Touch
Immediate • Melee Reach 5ft • One creature
3d8 + 8 (avg 22) Vile damage (Crit 3%/0)
The Commander's beard suddenly animates, filthy tendrils lashing out at mortal creatures. On a hit, the target is exposed to the Fiend Fever disease.
Uses: 3
Extended Rest
Hellish Pummeling
Advanced
+14 vs AC (ArN 2)
Strangling Beard
[Supernatural, Evil] Advanced • Pot 1d8+5, MR No
+12 vs Touch
Immediate • Melee Reach 5ft • One creature of medium sized or smaller.
3d8 + 8 (avg 22) Vile damage (Crit 3%/0)
The Commander's filthy beard lashes out to strangle a victim of medium size or smaller. On a hit, the target is exposed to the Fiend Fever disease and make an Opposed Grapple Check (+14 vs Grapple). If successful, the target is Grabbed and Suffocating (until it escapes the grab). The Commander continues to Threaten and does not suffer penalties from using abilities without the Grapple keyword while the target is Grabbed in this way.
Summon Hellspawn [Limit 1/day]
Advanced • Pot 1d8+5, MR No
Standard REC 6 • Range 50ft
The Commander calls for reinforcements from the Infernal Plane. Summon 1d6 Lemures to a location within range.
Overland Movement
30 mi/day
Qualities
- Infernal Glaive: The Commander's Glaive is considered to be a Cursed Weapon.
- Steadfast Warrior: Gain a +1 Morale Bonus
- Telepathy: The Legionnaire can communicate Telepathically with Hellspawn within 100ft
- Infernal Resistance: Immunity to Fire damage. Damage Reduction (10) to Caustic and Cold and Damage Reduction (5) to Weapon Damage (overcome by Silver and Good aligned). Also Immune to Disease, Fear, and Poisons & Toxins. (inc)
- Magic Resistance: The creature has Magic Resistance equal to [1d6 + 4]. (inc)
- Natural Armor: AC +2/+5 (inc)
Skills: Balance R1 (+7), Climb R2 (+11), Jump R3 (+12), Stealth R3 (+8), Swim R1 (+9), Listen R4 (+9), Spot R5 (+11), Hunting R4 (+11), Survival R2 (+8), Investigate R4 (+9), Academics: Infernal Planes R2 (+4), Coercion R5 (+15), Manipulation R3 (+7), Persuasion R4 (+9), Bravery R5 (+14), Tolerance R3 (+8), Suspicion R4 (+9)
Feats: Tough, Improved Initiative, Class Feature: Weapon Training
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Infernal
Combat Training: Cast 2, Melee 4, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +5, Brawn: +13
Equipment: Infernal Glaive
Social
Languages: Common, Hellspeech
Composure: 19
Charm
+1
Coercion
+15
Deception
+1
Manipulation
+7
Persuasion
+9
Aloofness
+1
Bravery
+14
Intuition
+1
Tolerance
+8
Suspicion
+9
Prejudices:
Motives: Command Hellspawn, wage war on mortals
Hellspawn Legionnaire Characteristics
These greenish, gangly hellspawn carry large and jagged glaives which they wield ferociously. Their other distinguishing trait is their large, filthy and disease ridden beards which they can also wield as weapons, infecting their victims with Fiend Fever. The Legionnaire is around the top of the lower tier of hellspawn kind, meaning they are typically in the front lines, carving up the weaker fodder. It is