Hexen Trooper (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Eiji-kun (talk)
Date Created: 4-22-18
Status: Complete
Editing: Clarity edits only please
Rate this article
Discuss this article

Hexen Trooper
Size/Type: Medium Humanoid (Human)
Hit Dice: 4d10+12 (36 hp)
Initiative: +4
Speed: 30 ft
Armor Class: 19 (+5 mwk chain shirt, +4 dex), touch 14, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: +1 Hunting Rifle +7 ranged (1d12+4, 20/x3) or +1 Hunting Rifle Stock +7 melee (1d6+3, 20/x2)
Full Attack: +1 Hunting Rifle +7 ranged (1d12+4, 20/x3) and +1 Hunting Rifle Stock +7 melee (1d6+3, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Grenade, Scanning Visor
Special Qualities: Communication, DR 2/adamantine, Military Training, Pseduoclass, Spell Resistance 14
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 15, Dex 18, Con 16, Int 12, Wis 14, Cha 10
Skills: Climb +9, Intimidate +7, Spot +9, Tumble +11
Feats: SharpshooterB, Weapon FinesseB, Blind-FightB, Rapid ShotB, Human DurabilityB, Run, Rapid Reload
Environment: Any
Organization: Solitary, Fireteam (2-5), or Squad (6-14)
Challenge Rating: 4
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment:

Clearing the area.

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 troopers come clad in light plastic-like armor which while not the most protective, still managed to turn fatal wounds into more survivable strikes for things which are both magical and yet still strong enough to fight without. Though the trooper has no spellcasting countering abilities themselves, their ranged abilities are unmatched and their ability to work together is a thing to be feared. After all, the hexen troopers with their iconic masks of glowing red eyes strike terror into the hearts of casters everywhere.

Hexenhammer troopers are human and thus have human traits and languages.


The most dangerous thing about a hexen trooper isn't their arms, armor, or even raw power, it's their cunning. A properly commanded squad will always turn the battle to their advantage with whatever means they have.

Armor: A hexen trooper's armor is functionally a masterwork chain shirt with a matching helmet. However due to their training they can pull out a bit more from its function. Hexen troopers gain DR 2/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 inputting a special code to retain their function as a security feature.

Communication (Ex): A result of their specialized helmets, the hexen trooper can communicate with any other hexen unit within 1 mile as if by telepathy (though they must still speak or whisper for this).

Grenade: Hexen troopers come equipped with two of any of the following grenades. They are special alchemical throwing weapons with a range increment of 15 ft. The saving throw for any grenade is DC 16, and the save is Dexterity based.

  • Explosive: A simple explosive deals 4d6 fire damage in a 10 ft radius burst, with a Reflex save for half.
  • Smoke: This duplicates the effect of fog cloud in a 10 ft radius spread, and the smoke only lasts for 1 minute.
  • Signal: Must like a smoke grenade, but this instead creates brightly colored smoke and heat in a tight 5 ft square, an effect which lasts up to 30 minutes. The resulting column of smoke is highly visible from up to 2 miles away before distance penalties apply.
  • Stun: This grenade explodes in a bright flash and thunderous pop in a 10 ft radius burst. It functions like a thunderstone except it blinds and deafens for 1 round, then dazzles and deafens for 1 minute on a failed Fortitude save. On a success they are only dazzled and deafened for 1 round.

Military Training (Ex): Hexen troopers 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 troopers 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 trooper 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.

Back to Main Page3.5e HomebrewMonsters

Eiji-kun's Homebrew (5428 Articles)
AlignmentAny +
AuthorEiji-kun +
Challenge Rating4 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeHuman +
TitleHexen Trooper +
TypeHumanoid +