Warmaze Disciples Troop CR 11
Str 26, Dex 13, Con 18, Int 7, Wis 10, Cha 9
Base Atk +16; CMB +25; CMD 37
Feats Dodge, Extra Rage, Great Fortitude, Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Skill Focus (Intimidate)
Skills Intimidate +32, Perception +13, Stealth +5, Survival +12; Racial Modifiers +4 Perception, +4 Survival
Javelin Barrage (Ex)
As a move action, a Warmaze Disciples troop can hurl a barrage of javelins. This attack takes the form of up to four lines with a range of 100 feet. These lines can start from the corner of any square in the troop’s space. All creatures in one of these lines take 4d6 points of piercing damage (Reflex DC 19 half). The save DC is Dexterity-based.
Natural Cunning (Ex)
A Warmaze Disciples troop can never be caught flat-footed.
Powerful Charge (Ex)
As a standard action, a Warmaze Disciples troop can move in a straight line up to its speed.
If the troop moved at least 10 feet and did not cross any difficult terrain, its troop damage increases to 8d6+8 until the end of the round.
Once per day as a free action, a Warmaze Disciples troop can whip itself into a frenzy, increasing all damage it deals by 1d6, gaining a +2 bonus on Fortitude and Will saving throws, and gaining 32 temporary hit points. While raging, the troop takes a –2 penalty to AC and can’t use any ability that requires patience or concentration, or any Charisma-, Dexterity-, or Intelligence-based skills other than Acrobatics, Fly, Intimidate, and Ride. These effects last for 16 rounds or until the troop dismisses them.
Environment any mountains or underground
Organization solitary, pair, or force (3–6)
While most warmaze disciples have training as barbarians, they eschew the mindless violence associated with that role and focus on honing their rage to a deadly point.
Pathfinder Adventure Path #117: Assault on Longshadow © 2017, Paizo Inc.; Authors: Benjamin Bruck and Thurston Hillman, with Liz Courts, Paris Crenshaw, and Jason Keeley.