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Interrogator

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

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

InterrogatorCreature 6

Medium Human Humanoid 
Source NPC Core pg. 158
Perception +13
Languages Common
Skills Athletics +15, Intimidation +13, Medicine +13
Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +2
Items +1 war razor, leather apron (functions as leather armor), dart (5), healer's toolkit
AC 22; Fort +12, Ref +12, Will +11
HP 90
Speed 25 feet
Melee [one-action] war razor +17 [+13/+9] (agile, backstabber, deadly d8, magical), Damage 1d4+10 slashing plus tormentMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus tormentRanged [one-action] dart +15 [+11/+7] (agile, thrown 20 feet), Damage 1d4+7 piercing plus tormentBlood and Fear [two-actions] 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 [one-action] 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.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.