Hexenhammer, Human (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 12-7-15
Status: Complete
Editing: Clarity edits only please
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Hexenhammer Hunter Hexenhammer Assessor Hexenhammer Terminator
Size/Type: Medium Humanoid (Human) Medium Humanoid (Human) Medium Humanoid (Human)
Hit Dice: 4d10+8 (48 hp) 8d8+24 (88 hp) 12d12+60 (204 hp)
Initiative: +2 +7 +0
Speed: 30 ft 30 ft (20 ft with armor) 40 ft (15 ft with armor), fly 40 ft (perfect) via jetpack
Armor Class: 16 (+4 mwk chain shirt, +2 dex), touch 12, flat-footed 14 21 (+1 buckler, +7 heavy scatterscale +2, +3 dex), touch 20, flat-footed 18 28 (+14 iron juggernaut, +4 deflection), touch 14, flat-footed 28
Base Attack/Grapple: +4/+8 +6/+5 +12/+19
Attack: Mwk Cold Iron Battleaxe +9 melee (1d8+4, 20/x3) or Mwk Serrated-Blade Lash +9 melee (1d6+4, 18-20/x2) or Mwk Witch-Hunter Stake Crossbow +7 ranged (1d12, 18-20/x2) Mwk Cold Iron Military Heavy Mace +7 melee (1d8-1, 20/x2) or Mwk Combat Shotgun +10 ranged (5d4, 19-20/x2 or 20/x3) Mundiron Greathammer +23 melee (1d12+14, 20/x3) or Mwk Coilgun +20 ranged (1d10+7, 19-20/x2) or Mwk Bazooka +20 ranged (1d10 plus 10d6 fire, 20/x2)
Full Attack: Mwk Cold Iron Battleaxe +9 melee (1d8+4, 20/x3) and Mwk Serrated-Blade Lash +9 melee (1d6+4, 18-20/x2) and Mwk Witch-Hunter Stake Crossbow +7 ranged (1d12, 18-20/x2) Mwk Cold Iron Military Heavy Mace +7/+2 melee (1d8-1, 20/x2) and Mwk Combat Shotgun +10/+5 ranged (5d4, 19-20/x2 or 20/x3) Mundiron Greathammer +23/+18/+13 melee (1d12+14, 20/x3) or Mwk Coilgun +20/+15/+10 ranged (1d10+7, 19-20/x2) or Mwk Bazooka +20 ranged (1d10 plus 10d6 fire, 20/x2)
Space/Reach: 5 ft/5 ft 5 ft/5 ft 5 ft (10 ft for squeezing)/5 ft
Special Attacks: Magic Bane, Spellhunter Hijack Spell, Seal Magic, Spellhunter, Spells Antimagic Pulse, Purge with Fire, Smite Spellcaster 4/day, Spellhunter
Special Qualities: Evasion, Extraordinary Health, Nondetection, SR 16, Witch Lore +4 Extraordinary Health, SR 20, Witch Lore +8 Carapace Shield, Deflect Magic, Extraordinary Health, Immune to Fear, Mind Blank, SR 24, Stability +4, Witch Lore +13
Saves: Fort +6, Ref +6, Will +5 Fort +9, Ref +5, Will +12 Fort +17, Ref +7, Will +16
Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 15, Cha 8 Str 9, Dex 16, Con 16, Int 11, Wis 23, Cha 15 Str 24, Dex 10, Con 20, Int 12, Wis 16, Cha 17
Skills: Hide +8, Listen +9, Move Silently +8, Sense Motive +9, Spellcraft +7, Spot +9, Survival +9 Concentration +14, Gather Information +13, Intimidate +13, Sense Motive +17, Spellcraft +11 Balance +4, Intimidate +18, Listen +18, Profession Pilot +14, Sense Motive +18, Spellcraft +16, Survival +15
Feats: Precise ShotB, Track, Two-Weapon Fighting, Iron Will Combat CastingB, Weapon Focus (Heavy Mace)B, Improved Counterspell, Versatile Defensive Stance, Stubborn Fellow, Improved Initiative Spiritual Weapon (Str for Firearms)B, Power Attack, Kip Up, Point Blank Shot, Precise Shot, Mage SlayerCA, Pierce Magical ProtectionCA
Environment: Any Any Any
Organization: Solitary or Pack (2-7) Solitary or Pair Solitary
Challenge Rating: 4 9 13
Treasure: Standard, including 2d4 cold iron stakes Standard, plus heavy scatterscale +2 and 2d6 shells or slugs +2 Standard plus jetpack
Alignment: Usually Lawful Usually Lawful Usually Lawful
Advancement: By character class By character class By character class
Level Adjustment:

Suffer not the witch to live.

Members of the human-dominated Hexenhammer organizations undergo a secret and mysterious ritual which turns them from your average man to a keen spellcasting fighting machine. In their sphere of influence the Hexenhammer seek out spellcasters, judge them under the harsh and unforgiving light of their ethos, and subjugate, imprison, or slay witches in the name of their cause. The Hexenhammers tend towards lawful evil alignments, but they are not without their members with mercy. The fortunate ones merely find their magic in service to controling other magic, so that the threat that magic poses to mankind may be snuffed.

The hunters serve as the first line of defense, acting as scouts and soldiers which discover, investigate, and capture spellcasters. Then there are the assessors, spellcasters who have turned on their own to judge and sentence rogue spellcasters and support their troops. In rare cases where these two forces are not enough, the terminators are called. Where hunters take care to be precise and swift, terminators serve as a dreadnaught of destruction which purges all before it.

Hexenhammers are human, but rarely may be of other races. As such, they typically speak Common.


Hunters are scouts capable of tracking, stalking, and if need be fighting enemy spellcasters. With their two-weapon fighting style of either axe and whip or axe and crossbow, they can prove to be fatal against squishy casters, while avoiding their blasts with evasion. If in a group, the hunters fight tactically and attempt to place spellcasters in disadvantages situations.

Assessors meanwhile rarely see direct combat, as they are tasked with legal judgements. On the field, however, they don their armored robes which glisten like stained glass. While potent spellcasters themselves, they excel at counterspelling and perform best behind a protective wall of allies, countering enemy spells at every turn.

Terminators are straight forward and slow murder machines. Targets are pummeled with powerful ranged attacks until it catches up with them or they approach it. Then, they face its powerful hammer which crushes all before them. Terminators are completely fearless, and they can take to the skies on their jetpacks when their slow methodical march does not suffice.

Antimagic Pulse (Su): The hexenhammer terminator can release a pulse of magic negation as an immediate action, suppressing all magic in a 20 ft area centered on them as if affected by antimagic field The effect lasts until the beginning of their turn. However, this drains the same reserves of strength used to maintain their Deflect Magic ability, and Deflect Magic is disabled for 1d4 rounds after its use.

Carapace Shield (Su): The hexenhammer terminator's cybernetics grant it a +4 deflection bonus and a chance to simply reflect spells away from it. This carapace deflects all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Deflect Magic (Su): The hexenhammer terminator is covered in powerful armor, which the terminator bonds with and becomes a spiritual armor as well. They add their armor bonus to touch attacks against spells and spell-like abilities.

Evasion (Ex): The hexenhammer hunter has evasion as a rogue.

Extraordinary Health (Ex): All hexenhammers recieve maximum hit points per hit die.

Hijack Spell: When the hexenhammer assessor successfully counterspells, they can choose to hijack the spell instead of negating it. They can redirect the spell as if they had cast it, using the original caster's spell DC and caster level, allowing them to steal beneficial spells or reflect harmful spells. An assessor must choose if they are going to hijack spell or seal magic, they cannot do both.

Mind Blank (Ex): The hexenhammer terminator is always under the effect of mind blank.

Magic Bane (Ex): The hexenhammer hunter is trained to hunt spellcasters. Against any creature with spells or spell-like abilities, they recieve a +2 bonus on attack rolls and +2d6 damage.

Nondetection (Ex): The hexenhammer hunter is constantly under the effects of an extraordinary nondetection effect. Its caster level is equal to the hunter's character level.

Purge with Fire (Su): The hexenhammer terminator is capable of consuming magic users in purging flame. Whenever a terminator brings a spellcaster to -1 hp or lower, they can choose to have the body erupt into flame and be reduced to ash. This fire cancels any contingent effects which would go into play, immediately dispelling them. If a creature who dies in this method is to be revived, even though powers such as a lich's respawning ability, their ash or the spot they died in must first be subject to remove curse or higher abilities, or be unable to return. This is considered a curse, with permanent duration, and the caster level is equal to the terminator's character level.

Seal Magic (Su): When the hexenhammer assessor successfully counterspells, they can choose to seal the spell when they negate it. A sealed spell cannot be cast again, even if the spellcaster has additional uses of the spell at hand. This is a curse with a permenant duration, and all instances of sealed magic can be removed by a single remove curse. The caster level is equal to their character level. An assessor must choose if they are going to hijack spell or seal magic, they cannot do both.

Alternatively they may use a ritual version with a 10 minute casting time. They can seal a 20 ft radius area centered on a single point in space (Close range) where magic cannot be cast. It does not suppress magic or stop magic from passing through, but spells and spell-like abilities effectively suffer from 100% spell failure. This sealed area is permanent, but an assessor can only maintain up to their Charisma modifier in sealed zones at a single time. They must dismiss a previous zone as a free action to add another. This is considered a trap and can be discovered with a DC 20 Search check from the rune embedded in the area, and a Disable Device check of DC 23.

Smite Spellcaster (Ex): The hexenhammer terminator can smite like a paladin of their character level 4/day, but only against spellcasters and those with spell-like abilities. In the example, this gives +3 to attack and +12 damage.

Spellhunter (Ex): All hexenhammers are trained to understand and hunt magic, and gain several extraordinary abilities which duplicate spell-like abilities. However, they do not count as spells for any purpose. They are as follows: At will- detect magic, identify, read magic.

Spells: The hexenhammer assessor hypocritically casts spells as a cleric of their level. An assessor has access to two of the following domains: Knowledge, Law, Magic, Protection, or War (plus any others from its deity). The save DCs are Wisdom based.

Typical Cleric Spells Prepared (6/6+1/5+1/4+1/3+1; save DC 16 + spell level)
0—amanuensisSpC, create water, guidance, light, mending, virtue; 1st—bless, command (2), entropic shield, protection from chaos, sanctuary*, shield of faith; 2nd—augury, hold person, resist energy, silence, shield other*, zone of truth; 3rd—dispel magic (2), invisibility purge, magic vestment*, speak with dead; 4th—death ward, dimensional anchor, freedom of movement, spell immunity*.

*Domain spell. Domains: Protection and War.

Witch Lore (Ex): All hexenhammers are trained to recognize and understand spellcasters. This functions like a bard's bardic lore ability, but only for the purpose of identifying spellcasters and magic-related topics.

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Eiji-kun's Homebrew (5342 Articles)
AlignmentUsually Lawful +
AuthorEiji-kun +
Challenge Rating4 +, 9 + and 13 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeHuman +
TitleHexenhammer, Human +
TypeHumanoid +