Interrogator
Level 6Attacks
Abilities
The interrogator Strikes with a slashing melee weapon. If they hit and deal damage, the target takes an additional 1d4 persistent bleed damage and is Frightened 1 (or 2d4 persistent bleed damage and Frightened 2 on a critical hit).
Each of the interrogator's other enemies in a 30-foot emanation around the target that witnesses the bloodshed must succeed at a DC 19 will save or be frightened 1. The frightened part of this ability is an emotion, fear, mental, and visual effect.
Requirements A creature is Grabbed or Restrained by the interrogator
Effect One creature grabbed or restrained by the interrogator takes 2d6 bludgeoning damage with a DC 23 fortitude save. If the creature fails its save, it also gains a condition of the interrogator's choice: Clumsy 2 for 1 minute, Enfeebled 2 for 1 minute, or Drained 1.
The interrogator's Strikes deal an additional 1d8 mental damage to Frightened creatures.
Interrogators use pain and intimidation against prisoners and other helpless victims to force "confessions."
Villains pursue selfish and cruel goals, trampling over anyone in their way.