Matthew Hopkins — Witchfinder of the Eastern Counties

Matthew Hopkins, witchfinder of eastern England, in a painted 1454 campaign portrait

Matthew Hopkins arrives in a village with a leather ledger, a sealed commission and three armed assistants. By sunset he expects the villagers to have named their neighbours. If they refuse, he will find out what they are hiding.

His reputation rests on a dangerous truth: harmful magic does exist, and he has sometimes uncovered it. Yet the same man who recognises the remains of a curse will accept a frightened servant’s contradiction as proof of guilt, then sell the magistrate an appearance of certainty. Hopkins needs arrests to sustain his authority. A real occult threat makes his argument stronger, even when every name on his latest list is wrong.

He conceals his own spellcasting behind these procedures. A cleric and Dominator of Belial, Hopkins draws power from Belial: fear, pain, fire and obedience are the tools he keeps for those his warrants cannot subdue. He studies traces of magic, rehearses questions, manipulates witnesses and places armed officers where they can control a room. Adventurers who seek to discredit him must do more than prove he is cruel: they must find the source of the genuine curse before it claims another victim.

At a Glance

  • Name: Matthew Hopkins
  • Known as: The Witchfinder of the Eastern Counties
  • Species: Human
  • Age: Young adult
  • Base: Eastern England, principally Essex, Suffolk and neighbouring settlements
  • Role: Travelling investigator, interrogator and organiser of armed detentions
  • Alignment: Lawful Evil
  • Campaign status: Alive, influential and protected by local commissions
  • Infernal allegiance: Belial; Fighter 2 / Cleric 7 / Dominator of Belial 5 in the original build, CR 14
  • Personal fighting style: Capable with shortsword and light crossbow; uses officers to control the room, and his infernal whip, spells and coercive powers when challenged
  • Campaign use: Social antagonist, rival investigator, dangerous informant or uneasy ally against a genuine curse

Game Statistics

Matthew Hopkins — 5.5e / 2024

Medium Humanoid (Human), Lawful Evil

AC 18 (bracers of armor and ring of protection)
Initiative +1 (11)
HP 225 (30d8 + 90)
Speed 30 ft.

STR14 (+2)
DEX13 (+1)
CON16 (+3)
INT11 (+0)
WIS20 (+5)
CHA18 (+4)

Saving Throws Con +8, Wis +10, Cha +9
Skills Deception +9, Insight +10, Intimidation +14, Investigation +5, Perception +10, Persuasion +9, Religion +5
Resistances Fire
Senses Passive Perception 20
Languages English, Infernal
CR 14 (11,500 XP; PB +5)
Gear infernal whip, amulet of mighty fists, bracers of armor, ring of protection, ring of mind shielding, silver seal of Belial, records and travel warrants

Traits

Magic Resistance. Hopkins has Advantage on saving throws against spells and other magical effects.

Infernal Resolve (2/Day). If Hopkins fails a saving throw, he can choose to succeed instead. His patron’s protection does not apply against Belial or a higher-ranking servant of Belial.

Embracement of Pain. Hopkins has Advantage on saving throws against effects that cause the Frightened condition or explicitly inflict supernatural pain. If he fails a save against a pain effect, halve its damage and duration against him, rounding down to a minimum duration of one round. This does not halve ordinary weapon damage.

Punishment. Hopkins’s melee attacks deal an extra 3 (1d6) Psychic damage to a creature he has damaged with a melee attack during the preceding four rounds, or a creature currently Frightened by his Presence of Pain. The first hit against a new, unaffected target establishes this benefit for subsequent hits; the bonus cannot trigger itself.

True Torturer. Hopkins has Advantage on Insight and Intimidation checks during a prolonged coercive interrogation. Fear, pain and a failed check can produce false testimony; this trait cannot identify guilt or force a truthful answer.

Devotee of Darkness (1/Day). Before resolving an attack roll, ability check or saving throw, Hopkins can invoke Belial to add 3 to that roll. Against Belial or a higher-ranking servant of Belial, Hopkins instead takes a −2 penalty on attack rolls and ability checks, a −3 penalty to AC, and a −6 penalty on saving throws. Those servants bypass his Magic Resistance.

Actions

Multiattack. Hopkins makes three Infernal Whip attacks, or two Unarmed Strike attacks. He cannot replace an attack with Spellcasting or Presence of Pain.

Infernal Whip. Melee Attack Roll: +8, reach 10 ft., one target. Hit: 26 (1d4 + 3 Slashing plus 4d6 Necrotic plus 2d6 Fire) damage, plus Punishment when applicable. Hopkins takes 3 (1d6) Necrotic damage whenever this attack hits. A creature hit has a bleeding wound: it takes 2 (1d4) Necrotic damage at the start of its next turn, then the wound ends. Additional whip hits before that turn do not stack this wound. Any magical healing or an Action and a successful DC 15 Wisdom (Medicine) check ends it early.

Unarmed Strike. Melee Attack Roll: +9, reach 5 ft., one target. Hit: 6 (1d3 + 4) Bludgeoning damage, plus Punishment when applicable. Hopkins’s amulet supplies a +2 bonus to the attack and damage rolls. His strikes are magical.

Presence of Pain. Each creature Hopkins chooses within 5 feet makes a DC 18 Wisdom save. On a failure it has the Frightened condition for 1 minute. It repeats the save at the end of each turn, ending the effect on a success. This is a magical fear effect, and it deals no damage.

Presence of Passion (2/Day). One Humanoid Hopkins can see within 30 feet, which took more than 10 damage from one of his melee hits within the last four rounds, makes a Wisdom save (DC 18, increased by 1 for each complete 10 damage that hit dealt above 10, to a maximum of DC 21). On a failure it is Charmed for 1 hour and obeys his spoken orders.

Resisting the command. It can repeat the save whenever an order would directly harm it or violate a deeply held loyalty; an order to harm itself gives Advantage on that save. Success ends the effect before the order is carried out. The initial save gains no Advantage merely because they are fighting. Hopkins can have at most five creatures affected; immunity to Charmed prevents the effect. It requires no Concentration. A creature knows it was magically controlled when the effect ends.

Rebuke Undead (5/Day). Undead Hopkins chooses within 30 feet make a DC 18 Wisdom save. On a failure an Undead has the Frightened condition for 1 minute and cannot willingly approach him. It repeats the save at the end of each turn. This effect does not command an Undead that is immune to Frightened.

Lesser Infernal Ally (1/Day). Over 10 minutes, Hopkins can call one willing Bearded Devil through Belial’s service. The devil demands payment and terms before helping, remains for no more than 1 hour, then returns to its realm. It is a separate creature with its own initiative and actions; it is not included in Hopkins’s CR. This custom calling feature represents his older Lesser Planar Ally spell and cannot be used as a combat Action.

Spellcasting. Hopkins casts the following spells, using Wisdom (spell save DC 18, spell attack bonus +10). He has the spell slots of a 7th-level Cleric: four 1st-level slots, three 2nd-level slots, three 3rd-level slots and one 4th-level slot. He needs normal components, including his infernal focus, and can maintain only one Concentration effect at a time.

Infernal Domain Spells. Angry Ache, Cause Fear, Deathwatch, Doom, Death Knell, Sadism, Wrack and Liquid Pain below are custom spells for this NPC, converted from his older prepared repertoire. Create or Destroy Water and Darkness use their normal edition rules; Darkness supplies the battlefield concealment of his older Deeper Darkness. They use the slots and DC above; they grant no free casts.

  • Cause Fear (1st level). Action; range 60 feet; one creature Hopkins can see; V; Concentration, up to 1 minute. A Wisdom save negates the spell. Failure causes the Frightened condition; the target repeats the save at the end of each turn. Constructs and Undead are immune.
  • Deathwatch (1st level). Action; Self (30-foot Cone); V, S; Concentration, up to 10 minutes. Hopkins senses whether visible creatures are dead, living and wounded, living and uninjured, or Undead. It does not identify guilt, alignment, a curse’s author or a concealed creature.
  • Doom (1st level). Action; range 60 feet; one creature Hopkins can see; V, S; Concentration, up to 1 minute. A Wisdom save negates the spell. On failure the target has Disadvantage on its next attack roll, then the spell ends.
  • Death Knell (2nd level). Action; Touch; one living creature at 0 Hit Points; V, S. A Constitution save negates the spell. On failure the target takes 10 (3d6) Necrotic damage and Hopkins gains 5 Temporary Hit Points. This spell grants no caster-level increase or recovered spell slot.
  • Angry Ache (1st level). Action; range 30 feet; one creature Hopkins can see; V, S; Concentration, up to 1 minute. A Constitution save negates the spell. On a failure the target has Disadvantage on attack rolls; it repeats the save at the end of each turn, ending the spell on a success.
  • Sadism (2nd level). Action; Self; V, S; Concentration, up to 1 minute. If Hopkins dealt at least 10 damage to another creature on his previous turn, he gains +1 to attack rolls and saving throws until the start of his next turn. This bonus never stacks and does not arise from self-inflicted damage.
  • Wrack (3rd level). Action; range 30 feet; one creature Hopkins can see; V, S; Concentration, up to 1 minute. The target makes a Constitution save. On a failure it takes 18 (4d8) Psychic damage and has the Incapacitated condition until the end of its next turn. While Concentration lasts, Hopkins can use another Action to repeat the save and effect against that target. Success ends the spell.
  • Liquid Pain (4th level). Ritual with a casting time of 1 hour; Touch; V, S, M (a glass vial); target one willing or Incapacitated living creature. The target takes 14 (4d6) Psychic damage and a vial fills with distilled pain. The vial is an infernal ritual reagent with no inherent combat bonus. This spell does not recover spell slots or empower attacks.

Bonus Actions

Touch of Fire (2/Day). Immediately after a melee attack hits, Hopkins adds 3 (1d6) Fire damage to that hit. This extra die cannot be added to an Infernal Whip hit, which already deals Fire damage.

Direct the Watch. One willing allied guard within 30 feet who can hear Hopkins can use its Reaction to move up to half its Speed. Opportunity Attacks apply normally; it gains no extra attack.

Reactions

Pain into Mercy (1/Day). When Hopkins takes damage, he reduces that damage by up to 14 and regains an equal number of Hit Points. He cannot use this against damage caused by himself or his own whip.

Combat

Hopkins uses his escort to separate a spellcaster from the party, then Silence or Hold Person to restrict that foe. At close range he uses Presence of Pain before striking with the whip; Punishment rewards repeated hits on an injured target. He uses Presence of Passion to take control of a wounded witness or opponent, and retreats behind his officers when his spell slots and infernal protection run low. Guards and called devils increase encounter difficulty separately.

This CR 14 NPC conversion expresses the Fighter 2 / Cleric 7 / Dominator of Belial 5 character through 2024 creature rules. Use its listed attacks, resources and custom spells together; prestige-class levels do not add modern spell slots.

Matthew Hopkins — 5e / 2014

Medium humanoid (Human), Lawful Evil

Armor Class 18 (bracers of armor and ring of protection)
hit points 225 (30d8 + 90)
speed 30 ft.

STR14 (+2)
DEX13 (+1)
CON16 (+3)
INT11 (+0)
WIS20 (+5)
CHA18 (+4)

Saving Throws Con +8, Wis +10, Cha +9
Skills Deception +9, Insight +10, Intimidation +14, Investigation +5, Perception +10, Persuasion +9, Religion +5
Resistances Fire
Senses Passive Perception 20
Languages English, Infernal
Challenge 14 (11,500 XP; PB +5)
Gear infernal whip, amulet of mighty fists, bracers of armor, ring of protection, ring of mind shielding, silver seal of Belial, records and travel warrants

Traits

Magic Resistance. Hopkins has advantage on saving throws against spells and other magical effects.

Infernal Resolve (2/Day). If Hopkins fails a saving throw, he can choose to succeed instead. His patron’s protection does not apply against Belial or a higher-ranking servant of Belial.

Embracement of Pain. Hopkins has advantage on saving throws against effects that cause the frightened condition or explicitly inflict supernatural pain. If he fails a save against a pain effect, halve its damage and duration against him, rounding down to a minimum duration of one round. This does not halve ordinary weapon damage.

Punishment. Hopkins’s melee attacks deal an extra 3 (1d6) Psychic damage to a creature he has damaged with a melee attack during the preceding four rounds, or a creature currently Frightened by his Presence of Pain. The first hit against a new, unaffected target establishes this benefit for subsequent hits; the bonus cannot trigger itself.

True Torturer. Hopkins has advantage on Insight and Intimidation checks during a prolonged coercive interrogation. Fear, pain and a failed check can produce false testimony; this trait cannot identify guilt or force a truthful answer.

Devotee of Darkness (1/Day). Before resolving an attack roll, ability check or saving throw, Hopkins can invoke Belial to add 3 to that roll. Against Belial or a higher-ranking servant of Belial, Hopkins instead takes a −2 penalty on attack rolls and ability checks, a −3 penalty to AC, and a −6 penalty on saving throws. Those servants bypass his Magic Resistance.

actions

Multiattack. Hopkins makes three Infernal Whip attacks, or two Unarmed Strike attacks. He cannot replace an attack with Spellcasting or Presence of Pain.

Infernal Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (1d4 + 3 Slashing plus 4d6 Necrotic plus 2d6 Fire) damage, plus Punishment when applicable. Hopkins takes 3 (1d6) Necrotic damage whenever this attack hits. A creature hit has a bleeding wound: it takes 2 (1d4) Necrotic damage at the start of its next turn, then the wound ends. Additional whip hits before that turn do not stack this wound. Any magical healing or an action and a successful DC 15 Wisdom (Medicine) check ends it early.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) Bludgeoning damage, plus Punishment when applicable. Hopkins’s amulet supplies a +2 bonus to the attack and damage rolls. His strikes are magical.

Presence of Pain. Each creature Hopkins chooses within 5 feet makes a DC 18 Wisdom save. On a failure it has the frightened condition for 1 minute. It repeats the save at the end of each turn, ending the effect on a success. This is a magical fear effect, and it deals no damage.

Presence of Passion (2/Day). One humanoid Hopkins can see within 30 feet, which took more than 10 damage from one of his melee hits within the last four rounds, makes a Wisdom save (DC 18, increased by 1 for each complete 10 damage that hit dealt above 10, to a maximum of DC 21). On a failure it is charmed for 1 hour and obeys his spoken orders.

Resisting the command. It can repeat the save whenever an order would directly harm it or violate a deeply held loyalty; an order to harm itself gives advantage on that save. Success ends the effect before the order is carried out. The initial save gains no advantage merely because they are fighting. Hopkins can have at most five creatures affected; immunity to charmed prevents the effect. It requires no concentration. A creature knows it was magically controlled when the effect ends.

Rebuke Undead (5/Day). Undead Hopkins chooses within 30 feet make a DC 18 Wisdom save. On a failure an Undead has the frightened condition for 1 minute and cannot willingly approach him. It repeats the save at the end of each turn. This effect does not command an Undead that is immune to Frightened.

Lesser Infernal Ally (1/Day). Over 10 minutes, Hopkins can call one willing Bearded Devil through Belial’s service. The devil demands payment and terms before helping, remains for no more than 1 hour, then returns to its realm. It is a separate creature with its own initiative and actions; it is not included in Hopkins’s CR. This custom calling feature represents his older Lesser Planar Ally spell and cannot be used as a combat action.

Spellcasting. Hopkins casts the following spells, using Wisdom (spell save DC 18, spell attack bonus +10). He has the spell slots of a 7th-level Cleric: four 1st-level slots, three 2nd-level slots, three 3rd-level slots and one 4th-level slot. He needs normal components, including his infernal focus, and can maintain only one concentration effect at a time.

Infernal Domain Spells. Angry Ache, Cause Fear, Deathwatch, Doom, Death Knell, Sadism, Wrack and Liquid Pain below are custom spells for this NPC, converted from his older prepared repertoire. Create or Destroy Water and Darkness use their normal edition rules; Darkness supplies the battlefield concealment of his older Deeper Darkness. They use the slots and DC above; they grant no free casts.

  • Cause Fear (1st level). action; range 60 feet; one creature Hopkins can see; V; concentration, up to 1 minute. A Wisdom save negates the spell. Failure causes the frightened condition; the target repeats the save at the end of each turn. Constructs and undead are immune.
  • Deathwatch (1st level). action; Self (30-foot Cone); V, S; concentration, up to 10 minutes. Hopkins senses whether visible creatures are dead, living and wounded, living and uninjured, or undead. It does not identify guilt, alignment, a curse’s author or a concealed creature.
  • Doom (1st level). action; range 60 feet; one creature Hopkins can see; V, S; concentration, up to 1 minute. A Wisdom save negates the spell. On failure the target has disadvantage on its next attack roll, then the spell ends.
  • Death Knell (2nd level). action; Touch; one living creature at 0 Hit Points; V, S. A Constitution save negates the spell. On failure the target takes 10 (3d6) Necrotic damage and Hopkins gains 5 temporary hit points. This spell grants no caster-level increase or recovered spell slot.
  • Angry Ache (1st level). action; range 30 feet; one creature Hopkins can see; V, S; concentration, up to 1 minute. A Constitution save negates the spell. On a failure the target has disadvantage on attack rolls; it repeats the save at the end of each turn, ending the spell on a success.
  • Sadism (2nd level). action; Self; V, S; concentration, up to 1 minute. If Hopkins dealt at least 10 damage to another creature on his previous turn, he gains +1 to attack rolls and saving throws until the start of his next turn. This bonus never stacks and does not arise from self-inflicted damage.
  • Wrack (3rd level). action; range 30 feet; one creature Hopkins can see; V, S; concentration, up to 1 minute. The target makes a Constitution save. On a failure it takes 18 (4d8) Psychic damage and has the incapacitated condition until the end of its next turn. While concentration lasts, Hopkins can use another action to repeat the save and effect against that target. Success ends the spell.
  • Liquid Pain (4th level). Ritual with a casting time of 1 hour; Touch; V, S, M (a glass vial); target one willing or incapacitated living creature. The target takes 14 (4d6) Psychic damage and a vial fills with distilled pain. The vial is an infernal ritual reagent with no inherent combat bonus. This spell does not recover spell slots or empower attacks.

Bonus actions

Touch of Fire (2/Day). Immediately after a melee attack hits, Hopkins adds 3 (1d6) Fire damage to that hit. This extra die cannot be added to an Infernal Whip hit, which already deals Fire damage.

Direct the Watch. One willing allied guard within 30 feet who can hear Hopkins can use its reaction to move up to half its speed. Opportunity Attacks apply normally; it gains no extra attack.

reactions

Pain into Mercy (1/Day). When Hopkins takes damage, he reduces that damage by up to 14 and regains an equal number of hit points. He cannot use this against damage caused by himself or his own whip.

Combat

Hopkins uses his escort to separate a spellcaster from the party, then Silence or Hold Person to restrict that foe. At close range he uses Presence of Pain before striking with the whip; Punishment rewards repeated hits on an injured target. He uses Presence of Passion to take control of a wounded witness or opponent, and retreats behind his officers when his spell slots and infernal protection run low. Guards and called devils increase encounter difficulty separately.

This 2014 CR 14 NPC conversion expresses the Fighter 2 / Cleric 7 / Dominator of Belial 5 character through 2014 creature rules. Use its listed attacks, resources and custom spells together; prestige-class levels do not add modern spell slots.

Matthew Hopkins — Pathfinder 1e

CR 14; XP 38,400
Male human Fighter 2 / Cleric 7 / Dominator of Belial 5
LE Medium humanoid (human)
Init +1; Senses Perception +3

Defense

AC 18, touch 14, flat-footed 17 (+4 armor, +1 Dex, +3 deflection)
hp 93 (2d10 + 12d8 + 28)
Fort +17, Ref +7, Will +15
Resist fire 10; Defensive Abilities embracement of pain, bravery +1

Offense

Speed 30 ft.
Melee +1 vicious wounding Whip +14/+9 (1d3 +3 plus 2d6 vicious plus 1 vile and 1 bleed; Hopkins takes 1d6 damage per hit), or unarmed strike +14/+9 (1d3 +4)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks punishment +1d6, presence of pain, presence of passion, touch of fire; channel negative energy 5/day (4d6, DC 15)

Cleric Spells Prepared

CL 7th; concentration +10; DC 13 + spell level, +1 for Enchantment. The imported Dominator path does not advance spellcasting. A domain slot is marked D and cannot be converted into an inflict spell.

Domains. Converted Domination (Spell Focus [Enchantment] as a bonus feat) and Pain. Pain’s once-daily absorption converts up to 14 damage from one incoming blow into healing, retaining this NPC’s specific legacy gift. Hopkins can spontaneously cast inflict spells from ordinary prepared slots.

Imported domain spells. Angry Ache, Sadism, Wrack and Liquid Pain are custom Pathfinder conversions for this NPC, not Paizo spells. Each uses a standard action unless a longer casting time is given; save DCs use the prepared-spell formula above, and spell resistance applies to hostile targets.

  • Angry Ache: close range (40 ft.), one living creature; Fortitude negates; 7 rounds. The target takes −2 on attack rolls.
  • Sadism: personal; 7 rounds. For each complete 10 damage Hopkins dealt to another creature on his previous turn, he gains +1 on attacks, saves and skill checks for the current turn, to a maximum of +3. Self-inflicted damage grants no bonus.
  • Wrack: close range (40 ft.), one living creature; Fortitude negates; 7 rounds. On a failed save the target is staggered and takes −2 on attacks and skill checks. It repeats its save at the end of each turn, ending the effect on a success.
  • Liquid Pain: casting time 24 hours; Touch; one willing or helpless living creature; no save, but a helpless unwilling target can resist with spell resistance. It creates one vial of pain essence for infernal rituals. The vial grants no automatic attack, caster-level or spell-slot bonus.

Statistics

Str 14, Dex 13, Con 14, Int 11, Wis 16, Cha 15
Base Atk +10; CMB +12 (+14 grapple); CMD 26 (28 vs. grapple)

Feats Devotee of Darkness (Belial), Endurance, Improved Grapple, Improved Unarmed Strike, Persuasive, Power Attack, Skill Focus (Intimidate), Spell Focus (Enchantment), Vile Martial Strike (Whip), Weapon Focus (whip), Command Undead. Spell Focus (Enchantment) is the Domination bonus feat; Power Attack and Improved Unarmed Strike are Fighter bonus feats.

Skills Bluff +12 (7 ranks), Diplomacy +9 (2, Persuasive +2), Intimidate +29 (14, Skill Focus +6 and Persuasive +4), Knowledge (religion) +13 (10), Knowledge (planes) +8 (5), Sense Motive +14 (8), Spellcraft +8 (5), Linguistics +1 (1). Total 52 ranks; Perception is untrained +3.

Languages English, Infernal
SQ human skilled, infernal prestige features
Gear 3804 gp, +1 vicious wounding Whip, amulet of mighty fists +2, belt pouch (with 100 sp), bracers of armor +4, cleric’s vestments, cloak of resistance +3, masterwork dagger, masterwork manacles, ring of mind shielding, ring of protection +3, silk rope (50 ft.), silver infernal symbol (Belial), waterskin

Special Abilities

Devotee of Darkness. Once per day add a +3 profane bonus to one roll; gain +1 profane AC against Good or Chaotic foes and, once per day, +2 profane on a save against a spell with either descriptor. Against Belial or a higher-ranking servant of Belial, take −2 on attacks and checks, −3 AC and −6 on saves.

Touch of Fire (Su; 2/day). Add 1d6 Fire damage to a successful melee or whip hit. This does not stack with another source of Fire damage on that hit. Fire resistance 10 is constant.

True Torturer (Ex). Add +4 on relevant Bluff, Intimidate and Sense Motive checks during a coercive interrogation. This is a conditional circumstance bonus, not automatic truth detection.

Presence of Pain (Su). Standard action; all creatures within 5 feet; Will DC 17 negates. Failure produces Fear as at caster level 14th. This is a mind-affecting fear effect.

Punishment (Ex). Add +1d6 damage to subsequent melee hits against a creature struck by Hopkins in melee within the preceding four rounds, or affected by his Presence of Pain. He chooses lethal or nonlethal damage. Creatures immune to critical hits are immune to this bonus.

Presence of Passion (Su; 2/day). Standard action; affect one Humanoid that took more than 10 damage from one of his melee hits within the last four rounds. Use Charm Person at CL 14th (duration 14 hours). Will DC 17 +1 for every complete 5 damage that hit dealt beyond 10 negates. The initial save receives no combat bonus. The victim takes −2 on opposed Charisma checks against unusual orders. A directly self-destructive order grants a new Will save before it is obeyed. He can affect no more than five victims at once. This custom class effect is mind-affecting; a freed victim becomes hostile.

Embracement of Pain (Ex). +2 on saves against fear and supernatural pain; a failed pain spell has half effect and half duration. Fighter bravery grants another +1 on fear saves. Neither feature reduces ordinary weapon damage.

Command Undead. Spend one of five daily channel uses as a standard action. Undead within 30 feet make a DC 15 Will save; on failure they are controlled as specified by the feat, to a total of 7 HD. Intelligent undead receive a new save each day. This replaces 3.5e rebuking.

Whip. Dominator training allows lethal damage. Normal whip armor and threatened-area restrictions apply. Vicious deals +2d6 damage to the victim and 1d6 to Hopkins. Pathfinder wounding causes stacking bleed rather than Constitution damage: each hit adds 1 bleed; a DC 15 Heal check or magical healing stops it. Vile Martial Strike is an imported +1 vile damage ability; it grants no automatic armor bypass.

Tactics

Before combat Hopkins prepares his questioning chamber and posts guards at its doors. Calling an ally requires the spell’s normal 10-minute casting time, offering and negotiated payment.
During combat Silence and Hold Person isolate enemy casters; fear disrupts adjacent enemies; whip attacks injure a target before Presence of Passion. Channel negative energy harms living allies as well as enemies unless they are outside its radius.
Morale Hopkins withdraws behind his escort when injured, bargaining through his official standing or infernal patron.

Custom Pathfinder conversion of the original Fighter 2 / Cleric 7 / Dominator 5 NPC. This imported five-level prestige path uses d8 Hit Dice, +3 BAB, base saves +4/+1/+4, four skill ranks per level, the listed infernal powers, and no spellcasting advancement. Convert its entry skill requirement from 12 Intimidate ranks to 9 for Pathfinder’s rank maximums. CR 14 assumes his listed exceptional equipment; followers and called devils are separate creatures.

Matthew Hopkins — D&D 3.5e

Male human Fighter 2 / Cleric 7 / Dominator of Belial 5; Lawful Evil

Languages English, Infernal.

Size/Type Medium humanoid (Human)
Hit Dice 2d10+7d8+5d6+28 (92 hp, rolled)
Init. +1 (+1 Dexterity)
Speed 30 ft. (6 squares)
Armor Class 18 (+1 Dexterity, +4 armor, +3 deflection), touch 14, flat-footed 17
BAB / Grapple +10/+16
Attack Unarmed strike +14 melee (1d3+4); or +1 vicious wounding Whip +13 melee (1d3+3 plus 2d6 plus 1 Constitution plus 1 vile plus 1d6 to Hopkins)
Full Attack Unarmed strike +14/+9 melee (1d3+4); or +1 vicious wounding Whip +13/+8 melee (1d3+3 plus 2d6 plus 1 Constitution plus 1 vile plus 1d6 to Hopkins)
Space / Reach 5 ft./5 ft.; whip attacks reach 15 ft.
Special Attacks Presence of pain, presence of passion, punishment +1d6, rebuke undead 5/day, spells, touch of fire
Special Qualities Embracement of pain, fire resistance 10, true torturer
Saves Fort +17, Ref +7, Will +15
Abilities Strength 14, Dexterity 13, Constitution 14, Intelligence 11, Wisdom 16, Charisma 15
Skills Bluff +9, Climb +2 (+4 with a rope), Diplomacy +6, Disguise +2 (+4 acting in character), Gather Information +8, Intimidate +24, Knowledge (religion) +5, Knowledge (the planes) +1, Sense Motive +8, Speak Language (Infernal)
Feats Devotee of Darkness (Belial), Endurance, Improved Grapple, Improved Unarmed Strike, Persuasive, Power Attack, Skill Focus (Intimidate), Spell Focus (Enchantment), Vile Martial Strike (Whip)
Habitat Any land or underground
Group Solitary (unique)
CR 14
Treasure 3804 gp, +1 vicious wounding Whip, amulet of mighty fists +2, belt pouch (with 100 sp), bracers of armor +4, cleric’s vestments, cloak of resistance +3, masterwork dagger, masterwork manacles, ring of mind shielding, ring of protection +3, silk rope (50 ft.), silver infernal symbol (Belial), waterskin
Alignment Lawful evil

Devotee of Darkness: Once per day, Hopkins can call upon the aid of Belial, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Hopkins gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor.

Whenever dealing with a higher-ranking servant of Belial (or the Lord of Pain and Suffering himself), Hopkins takes a -2 penalty on attacks, checks, and other rolls, a -3 penalty to Armor Class, and a -6 penalty to saving throws.

Embracement of Pain (Ex): Hopkins receives a boon against effects that should harm or incapacitate him, as he is filled with passion rather than pain. This translates into a +2 bonus to all saves against fear and pain effects; furthermore, such spells are only half as effective and last only half as long even if he fails his save against them.

Presence of Pain (Su): As a standard action, Hopkins can cause all within five feet of him to suffer from intense pain. They must succeed on a Will save (DC 17) or fall under the effects of fear (caster level 14th).

Presence of Passion (Su): Hopkins can cause those he’s harmed to seek to please him in order to avoid further torture. As a standard action 2/day, he may cast charm person (caster level 14th) on any being that has sustained more than 10 points of damage from one of his melee attacks. The Will save DC is 17 + 1 for every 5 points of damage beyond 10; all forms of damage stack for the purposes of determining the modifier. Due to the nature of the presence of passion, the victim affected by this power does not receive a bonus to the initial saving throw.

They will do almost anything to avoid more pain, and suffer a -2 penalty to all Charisma checks when asked by Hopkins to perform a deed against their nature. The victim will even obey suicidal orders, in order to avoid future reprisals, but such a victim receives another Will save to overcome the effects. Once the presence of passion wears off, the victim will perceive Hopkins in a very hostile light. Hopkins may not charm more than 5 people at any one time.

Punishment (Ex): Hopkins excels in further harming those already writhing in pain. Any creature he has struck in melee or with a Whip within the last four rounds, or any creature under the influence of his presence of pain ability, suffers an additional +1d6 points of damage from Hopkins’ subsequent melee attacks. Hopkins can select whether this extra damage is lethal or nonlethal in nature. Creatures immune to critical hits are immune to punishment.

Touch of Fire (Su): 2/day, Hopkins may transmit scalding heat through any successful melee or Whip attack, dealing 1d6 points of fire damage. Touch of fire damage does not stack with fire damage from other sources.

True Torturer (Ex): Hopkins receives a +4 bonus to all checks related to torturing victims as described in the Book of Vile Darkness.

Typical Cleric Spells Prepared: (caster level 7th; 6/5+1/4+1/3+1/1+1; save DC 13 + spell level, or 14 + spell level for Enchantment spells):

*Domain spell. Domains: Domination (gain Spell Focus [enchantment] as a bonus feat) and Pain (1/day, Hopkins may convert up to 14 points of damage from one blow into healing for himself).

Using the Build

Spellcasting. The five Dominator levels grant infernal class powers, not spellcasting progression: prepared cleric spells use caster level 7th. Presence of Pain and Presence of Passion use caster level 14th. He can spontaneously convert a non-domain prepared spell into an inflict spell of the same level or lower. Lesser Planar Ally requires its normal casting time, XP cost and negotiated payment; it is not an instant combat summon.

Rebuke Undead. Five times per day, use a turning check of 1d20 +4 (including Knowledge [religion] synergy), rebuking damage of 2d6 +9, and effective cleric level 7. Undead with half that many Hit Dice or fewer may be commanded instead, subject to the normal total control limit.

Whip and grappling. The Dominator can choose lethal or nonlethal whip damage. The whip’s normal armor restrictions and opportunity-attack rules still apply; its 15-foot reach does not make it threaten that area. Improved Grapple supplies +4 to grapple checks and prevents the usual opportunity attack for initiating a grapple. The vicious property deals 2d6 damage to the victim and 1d6 to Hopkins; wounding deals 1 Constitution damage per hit; Vile Martial Strike adds 1 vile damage. Punishment and Touch of Fire are additional class effects with their own limits.

Skill ranks. Bluff 7, Gather Information 6, Intimidate 15, Knowledge (religion) 5, Knowledge (the planes) 1, Sense Motive 5, and one additional language. The progression spends 61 skill points, including human bonuses and cross-class costs. Bluff and Sense Motive synergies are included in Diplomacy; Bluff synergy is included in Intimidate and Disguise when acting in character. True Torturer’s conditional +4 is added only during an applicable interrogation.

Combat. Hopkins first divides opponents with Silence, Hold Person or a curse. He uses Presence of Pain when surrounded, then attacks wounded targets with the whip to activate Punishment. Presence of Passion is a separate standard action; its damage threshold comes from one melee hit, not the total of an entire full attack. He obeys infernal superiors even when doing so jeopardises his earthly authority.

What Is Matthew Hopkins Doing Right Now?

Hopkins is investigating a series of curse-like illnesses in eastern England. At least one case is genuine magic. His list of suspects, however, has already grown far beyond the evidence.

Meeting the NPC

Hopkins is calm, procedural and much more dangerous than a shouting zealot. He records names, compares stories and treats resistance to his authority as evidence that further questioning is justified.

Encounters

  • The party arrives after Hopkins has detained the only witness who can identify the real curse-worker.
  • A village wants Hopkins removed but fears the magic he was called to investigate.
  • Hopkins asks the adventurers to help search a house; they discover the evidence was planted.

Appearance and Manner

Neatly dressed and severe, Hopkins carries notebooks, sealed statements and practical occult tools. He wants his work to look methodical because procedure makes accusation harder to resist.

Personality

Controlled, self-righteous and convinced that the danger of missing a real occult threat justifies harsh errors. He is capable of courage against genuine monsters, which prevents him from being dismissed as merely fraudulent.

Relationships

Margaret Aitken: useful but unreliable source. John Fian: scholar Hopkins considers dangerously close to forbidden practice. Morgana Ravenswood: exactly the kind of genuine threat Hopkins uses to justify everything else.

Factions and Authority

Local commissions supply Hopkins with officers, lodgings and access to suspects. Those officials need not know who answers his private invocations. His deeper allegiance is to Belial; a superior infernal servant can compel obedience through the very oath that protects him. Witnesses, magistrates and adventurers can challenge his public authority by exposing planted evidence, while discovering his patronage reveals the danger beneath his legal standing.

Equipment and Resources

  • Investigation notebooks and signed statements
  • Protective charms and simple alchemical tests
  • Short sword and crossbow
  • Official letters granting local cooperation
  • Infernal whip, silver seal of Belial and protective magic items listed in the chosen edition

Running This NPC at the Table

Hopkins should create a hard problem: he can be wrong about people while right that something supernatural is happening. The party must separate protecting innocents from ignoring the real threat.

Adventure Hooks

  • The Planted Charm: Evidence found in a suspect’s home was placed there after Hopkins arrived.
  • The Real Witch: Morgana Ravenswood’s activity makes Hopkins’s accusations look more credible.
  • The Missing Witness: Hopkins detains the one witness who can clear a suspect.
  • The List Expands: Every unexplained event adds another name until the investigation becomes self-sustaining.

Connected Places and People

Mythical and Historical Context

The documented Matthew Hopkins operated during the English Civil War in the 1640s, not in 1454. This character is an explicitly fictional earlier namesake adapted to the campaign setting; he must not be mistaken for a living fifteenth-century historical witchfinder. His work combines ordinary questioning, false accusations and occasional genuine supernatural danger. The historical methods, social panic and problems of testimony are discussed by the British Academy, with an older biographical account in the Dictionary of National Biography. No later historical prosecution is transplanted as a factual event in this 1454 campaign.

Rules Notes, Sources and Licensing

The game statistics and campaign relationships are original adaptations for the stated rules editions.

The Dominator of Belial path and Devotee of Darkness originate in The Gates of Hell: Grimoire of Cosmic Entities, Volume One, by Eli Atkinson, William Church and Serge W. Desir, Jr., with the original concept by Serge W. Desir, Jr. The 3.5e panel retains the original NPC’s infernal build and named powers; the other panels are custom conversions, not official published versions of this prestige class.

Use core rules under the licence attached to their source: D&D Systems Reference Documents and Pathfinder’s Open Game License. These references do not relicense third-party names, proprietary supplemental material or the retained artwork. The current portrait remains the page’s existing campaign illustration.

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