Hellknight Field-Maralictor

Level 8
Creature· humanMediumRemaster
AC 27
HP 130
Speed 25 ft.
Fort +16
Ref +16
Will +15
Perc +15
Size Medium
Common
Languages common
Skills athletics +19, intimidation +18, society +15, diplomacy +14
Recall Knowledge society DC 24

Attacks

Melee Bastard Sword +20/+15/+10(magical, two-hand 1d12)
Damage: 1d8+12 slashing
Melee Spear +19/+14/+9
Damage: 1d6+12 piercing
Melee Spear +19/+14/+9(thrown 20 ft.)
Damage: 1d6+12 piercing
Melee Gauntlet +19/+15/+11(agile, free-hand)
Damage: 1d4+12 bludgeoning

Abilities

Hellknight's Rigordefensive

Any time the Hellknight field-maralictor gains the Frightened condition, they reduce its value by 1.

Quick Shield Blockdefensive

The Hellknight field-maralictor has an additional reaction they can use only to Shield Block. They can Shield Block for an adjacent ally, preventing that ally from taking damage instead of protecting themself. Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Intimidating Strike◆◆offensive(emotion, fear, fighter, mental)

The Hellknight field-maralictor makes a melee Strike. If it hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.

Maralictor's Commandoffensive(auditory, concentrate, linguistic, mental)

The Hellknight field-maralictor shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Maralictor's Command for 24 hours.

Warding Shiftoffensive

Requirements The Hellknight fieldmaralictor is adjacent to a willing ally

The Hellknight field-maralictor moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

Description

Elite fighters from the lowest ranks of nobility, knights are proud champions of their court. Unlike other nobles, knights must earn their title through loyalty and strength-of-arms rather than inheritance. Ideals such as chivalry, honor, and virtue are associated with knights but not all meet such romantic standards.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.