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Dottari Excruciator Division

The dottari serve as Cheliax’s elite city guards, assembled and deployed to quash serious threats. Queen Abrogail Thrune I founded the original excruciator divisions to restore order to a nation torn by civil war and not yet fully submissive to Thrune rule. To this day, the dottari are empowered to destroy property (or break a few bones) in carrying out their duties.

Dottari are trained to neutralize foes nonlethally, but they empowered to use lethal force at their discretion (and often do). They’re also famed for their alchemical crossbow bolts—many tipped with fast-acting, explosive glue—ending altercations before they’ve really begun.

Elite | Normal | Weak
Proficiency without Level

Elite Dottari Excruciator DivisionCreature 10

Uncommon Gargantuan Human Humanoid Troop 
Source Pathfinder #223: Hell's Destiny pg. 236
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 29 (includes +2 from Uncommon) • Humanoid (Society)
Perception +23
Languages Common, Diabolic
Skills Athletics +22, Intimidation +20, Legal Lore +16, Religion +18, Society +16
Str +6, Dex +1, Con +4, Int +2, Wis +3, Cha +2
AC 29; Fort +23, Ref +17, Will +20
HP 185 (4 segments); Weaknesses area damage 8, splash damage 8
Troop Defenses Long Arm of the Law [reaction] Trigger A creature adjacent to the dottari excruciator division leaves a square during a move action it’s using; Effect The excruciators deal 2d8+9 bludgeoning damage to the triggering creature with a DC 27 basic Reflex save. On a critical failure, the creature’s move action is disrupted.
Speed 25 feet; troop movement
Bash It Down [two-actions] Frequency once per round; Effect The excruciators make a coordinated effort to shove outward with their shields, taking down opponents and impediments alike. The troop attempts to either Shove or Trip each enemy in a 5-foot emanation and Force Open each object in a 5-foot emanation. The troop rolls a single Athletics check and compares the result to each target’s appropriate DC. The troop doesn’t take a penalty for not having a crowbar. It’s possible for the troop to get a different degree of success for each target. The troop can’t automatically Stride after any creature they successfully Shove.Beat the Lawbreakers [one-action] to [three-actions] (magical) Frequency once per round; Effect The excruciators swing their maces in a coordinated melee attack against each enemy in a 5-foot emanation (DC 27 basic Reflex save). The damage depends on the number of actions. The excruciators can choose to deal nonlethal damage with this attack.
[one-action] 1d6+2 bludgeoning
[two-actions] 2d6+11 bludgeoning
[three-actions] 3d6+14 bludgeoning
Stop Where You Are [two-actions] (magical) The excruciators draw or reload their crossbows with special hindering bolts, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 80 feet that deals 4d6 piercing damage (DC 27 basic Reflex save). When the dottari excruciator division is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. On a failure, a creature also takes a –10-foot circumstance penalty to its Speeds for 1 round. On a critical failure, a creature also gains the immobilized condition (Escape DC 27).

Sidebar - Additional Lore Historical Divisions

Queen Abrogail I established the mandate for the original 11 divisions of excruciators, tasked with pacifying her post-war empire. The number of divisions has grown considerably since, though the original 11 maintain almost cultlike pride in their seniority. Division 7, the Trifeather Dottari of Ostenso, are especially vindictive, having lobbied for laws that allow them to punish anyone who disrespects them.

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