Hexen Enforcer (3.5e Monster)
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|Size/Type:||Medium Humanoid (Human)|
|Hit Dice:||8d10+67 (111 hp)|
|Armor Class:||22 (+10 mwk full plate, +2 dex), touch 12, flat-footed 20|
|Attack:||+2 Battle Shotgun +16 ranged (2d6+6, 19-20/x3) or +2 Unarmed Strike +15 melee (1d6+7, 20/x2)|
|Full Attack:||+2 Battle Shotgun +16/+11 ranged (2d6+6, 19-20/x3) and +2 Unarmed Strike +15/+10 melee (1d6+7, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Power Shot, Scanning Visor|
|Special Qualities:||Communication, DR 6/adamantine, Military Training, Pseduoclass, Spell Resistance 18|
|Saves:||Fort +12, Ref +6, Will +5|
|Abilities:||Str 20, Dex 15, Con 18, Int 10, Wis 12, Cha 14|
|Skills:||Listen +12, Intimidate +13, Spot +12|
|Feats:||Weapon Focus (battle shotgun)B, Weapon Specialization (battle shotgun)B, Power AttackB, Brutal ShooterB, Improved Critical (battle shotgun)B, Armor AgilityB, SharpshooterB, Born Tough, Kickboxing, Improved Combat Trick|
|Organization:||Solitary, Fireteam (2-5), or Squad (6-14)|
|Advancement:||By character class|
Target down. Move to the next room.
The hexenhammer organization is a military branch dedicated to fighting supernatural and magical threats be they human or otherwise. Their troopers are augmented members of (typically human) stock who have been given military training and arcane resistance to take on the magical menace. Hexen enforcers are heavily armored shock troopers who go after hard difficult targets and engage in close quarters combat when the more fragile hexen troopers will not do. Though the trooper has no spellcasting countering abilities themselves, their durability allows them to go toe to toe with melee masters and ranged casters alike.
Hexenhammer enforcers are human and thus have human traits and languages.
The hexen enforcer is actually deadly in melee range, using their battle shotguns without provoking with a deadly 17-20/x3 critical. Never let one close into melee range with you.
Armor: A hexen enforcer's armor is functionally a masterwork full plate with a matching helmet. However due to their training they can pull out a bit more from its function. Hexen troopers gain DR 6/adamantine wearing their armor, and their helmets are required for the communication and scanning visor abilities. The former is a result of training and is lost when flatfooted, while the latter is a result of the helmet. Unfortunately for looters the communication and scanning visor abilities are disabled after 24 hours of not inputing a special code to retain their function as a security feature.
Communication (Ex): A result of their specialized helmets, the hexen enforcer can communicate with any other hexen unit within 1 mile as if by telepathy (though they must still speak or whisper for this).
Power Shot: The hexen enforcer may use Power Attack and other melee-only abilities on ranged weapons. In addition if they make a single attack as a full attack action, their attack ignores damage reduction (except for DR/-) and are treated as siege weapons for the purpose of interacting with objects, spells, and other effects.
Military Training (Ex): Hexen enforcers benefit from an extraordinary and constant Greater Magic Weapon on any weapon they wield, and an extraordinary magic vestment on their armor. They also have a resistance bonus on all their saving throws equal to 1/3rd their HD (maximum +5 at 12 HD).
Pseudoclass: Hexen enforcer effectively are of the fighter class and can all class features, BAB, saves, skills, and HD as a fighter of their level. This stacks with any levels taken in actual fighter.
Scanning Visor (Su): A result of their specialized helmets, the hexen enforcer can use detect magic at will, and it can be concentrated on as a swift action. It can also display the status of any other hexen unit as per deathwatch with no action needed. However they take a -4 penalty to Spot checks while using detect magic function of the scanning visor.