Secutor

Large fiend, lawful evil

Armor Class 19 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 19 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Str +10, Con +9, Wis +7
Skills Athletics +10, Intimidation +8
Damage Resistances fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 12
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Fear Aura. Any creature hostile to the secutor that starts its turn within 20 feet of the secutor must make a DC 16 Wisdom saving throw, unless the secutor is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to that secutor’s Fear Aura for the next 24 hours.
  • Limited Magic Immunity. The secutor can’t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
  • Magic Weapons. The secutor’s weapon attacks are magical.

ACTIONS

  • Multiattack. The secutor can use its Challenge. It then makes two attacks: one with its claw and one with its hook.
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Hook. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage and the target must succeed on a DC 18 Strength saving throw or fall prone.
  • Challenge. A creature of the secutor’s choice that it can see within 90 feet and that can see or hear the secutor must make a DC 16 Charisma saving throw. On a failed save, it can’t willingly move away from the secutor and it has disadvantage on attack rolls to hit targets other than the secutor until the start of the secutor’s next turn.

REACTIONS

  • Block. The secutor adds 4 to its AC against one melee attack that would hit it. To do so, the secutor must see the attacker.

LEGENDARY ACTIONS

The secutor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The secutor regains spent legendary actions at the start of its turn.

  • Catching Hook (Costs 2 Actions). The secutor moves up to half its speed and makes a hook attack.
  • Claw. The secutor makes a claw attack.
  • Cull the Weak. The secutor glares at a creature that it can see within 60 feet. The target must make a DC 16 Wisdom saving throw. On a failed save, the target takes 14 (4d6) psychic damage and, if it then has 10 or fewer hit points and is frightened of the secutor, it dies.

ABOUT

Standing twice the height of a man, this lanky, hooved creature is clad in rusted plates of gladiatorial armor. It is hard to discern where the armor ends and the creature’s flesh begins. Its very skull resembles a mockery of a gladiator’s helm, crowned in a plumelike line of cloven hooves. One of its long arms plumes out into a chitinous shield, while the other ends in a wicked hook that scrapes along the ground.

Secutors are the most elite of fiendish warriors in an entire invasion army. Each can often be found wandering the shattered landscape alone seeking worthy champions to slay. A secutor does not concern itself with armies or lesser warriors but seeks out the strongest heroes to defeat. Secutors are almost always encountered alone, either seeking out threats to its Archlord’s interests or guarding a place of extreme importance. Underfiends often tell tales of secutors and hope to become powerful enough to match their abilities or become secutors themselves one day.

Effortless Killers. When a secutor comes upon lesser mortals, a simple glare from it kills them where they stand, and it continues onward. If it must travel far to find a worthy foe, countless innocents might die along the way.

Legions. A secutor typically champions the Cocytus, Gehenna, Sheol, Styx, and especially Annwn legions.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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