Dottari Excruciator Division
A division of trained torturers punishes anyone who moves past them, then pins the rest with a volley of hindering crossbow bolts.
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.
Level 9
Perception +21 · Languages Common, Diabolic · Skills Athletics +20, Intimidation +18, Legal Lore +14, Religion +16, Society +14
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +1 | +4 | +2 | +3 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 27 | +21 | +15 | +18 |
HP 165
Speed 25 feet; troop movement
Abilities
- 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 25 basic Reflex save. On a critical failure, the creature’s move action is disrupted.
- 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 [Single 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 25 basic Reflex save). The damage depends on the number of actions. The excruciators can choose to deal nonlethal damage with this attack.
- 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 25 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 25). 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.