---
title: "Hryngar Taskmaster"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.QzPMbtQ461rlDgw3" 
tags:
  - pf2e/creature/type/duergar
  - pf2e/creature/type/dwarf
  - pf2e/creature/type/humanoid
  - pf2eMonster
  - pf2e/creature/level/2
  - remaster
statblock: inline
name: "Hryngar Taskmaster"
level: 2
license: ORC
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Monster Core"
name: "Hryngar Taskmaster"
level: "Creature 2"

alignment: ""
size: "Medium"
trait_01: [[duergar]]
trait_02: [[dwarf]]
trait_03: [[humanoid]]
modifier: 8
perception:
  - name: "Perception"
    desc: "+8; Darkvision"
languages: "Common, Dwarven, Sakvroth"
skills:
  - name: "Skills"
    desc: "Athletics: +7, Deception: +7, Intimidation: +7, Occultism: +5, Religion: +6, Survival: +6"
abilityMods: [2, 0, 2, 0, 2, 3]
speed: 20 feet
sourcebook: "_Pathfinder Monster Core_"
ac: 18
armorclass:
  - name: AC
    desc: "18; __Fort__ +8, __Ref__ +4, __Will__ +8; +2 status to all saves vs. magic, iron mind"
hp: 30
health:
  - name: ""
  - name: HP
    desc: "30"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Pick|Pick]], [[Equipment/Chain Mail|Chain Mail]], [[Equipment/Religious Symbol (Wooden)|Religious Symbol (Wooden)]]"
abilities_mid:
  - name: ""
  - name: "Iron Mind"
    desc: "  Hryngar taskmasters automatically disbelieve all illusions of 1st rank or lower."

  - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
    desc: "  When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Pick"
    desc: "+8 (fatal d10)\n__Damage__  1d6 + 6 piercing"

  - name: "Divine Prepared Spells"
    desc: "DC 18, attack +10; __1st __  _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Runic Weapon|Runic Weapon]]_\n__Cantrips__  __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Shield|Shield]]_"

  - name: "Occult Innate Spells"
    desc: "DC 18, attack +10; __2nd __  _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Paranoia|Paranoia]]_\n__Cantrips__  __(1st)__ _[[Spells/Sigil|Sigil]]_"

  - name: "Take Them Down!"
    desc: "`pf2:1`  The hryngar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied hryngars of equal or lower level that are within 20 feet of the hryngar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the hryngar taskmaster's next turn.\n\n[[Bestiary Effects/Effect_ Take Them Down!|Effect: Take Them Down!]]"
 
```

```encounter-table
name: Hryngar Taskmaster
creatures:
  - 1: Hryngar Taskmaster
```



Hryngar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as hryngar taskmasters, these leaders issue commands to hryngar subordinates and subjugated contractual clients in the same breath, treating the two as if they were interchangeable. As a result, hryngar taskmasters are equally loathed by practically everyone.

* * *

Deep beneath the surface, the dour dwarves known as hryngars stubbornly toil, claiming the ancestral subterranean homelands of other dwarves as their own. Long ago, hryngar leaders refused to venture to the surface along with their "cousins," forsaking the Quest for Sky. An exiled dwarven deity named Droskar offered hryngars salvation from the horrors that beset them in the Darklands, offering them power, cunning, and knowledge in exchange for their unending servitude. Many hryngar believe that by working harder than their brethren, they can build a society far greater than anything under the sun, claiming unending riches from the planet's metallic veins in days of relentless toil.

Through Droskar's blessings and their own fearsome work ethic, hryngar kingdoms now rule a significant portion of the upper Darklands region of NarVoth, and it's common to see hryngar caravans moving through the tunnels, drawn by teams of immense beetles. Hryngar leadership typically consists of powerful divine servants of Droskar, along with fearsomely implacable warriors whose martial prowess, backed by innate occult magic, ensures they can overcome any direct threat to hryngar rule. Almost every aspect of hryngar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.
