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PFS LimitedExecutioner

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.

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

Elite | Normal | Weak
Proficiency without Level

ExecutionerCreature 6

Legacy Content

LN Medium Human Humanoid 
Source Gamemastery Guide pg. 235
Perception +12
Languages Common
Skills Athletics +15, Intimidation +13, Medicine +10
Str +5, Dex +2, Con +3, Int -1, Wis +2, Cha +2
Items +1 greataxe, hood, leather armor
AC 23; Fort +15, Ref +12, Will +14
HP 105
Speed 25 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, sweep), Damage 1d12+9 slashingBehead [three-actions] Requirements The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow; Effect The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a Fortitude save or be reduced to 0 HP and become dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. 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 [two-actions] (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 [one-action] (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.

All Monsters in "Officers"

Archer Sentry2
Captain of the Guard6
Watch Officer3


Source Gamemastery Guide pg. 232
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 this), imposing severe punishments on those who can't pay for mercy.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Raise The Alarm!

In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Consuming (or refusing to consume) intoxicating substances on celebration days
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license