Skeletal Hellknight

Level 2
Creature· evilUniqueMediumLegacy
AC 20
HP 25 (void healing)
Speed 25 ft.
Fort +9
Ref +8
Will +4
Perc +7
Size Medium
Unique
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages common, diabolic
Senses darkvision
Speeds 25 ft., climb 25 ft.
Skills athletics +9, intimidation +7
Recall Knowledge religion DC 26

Attacks

Melee Halberd +11/+6/+1(reach 10 ft., versatile S)
Damage: 1d10+4 piercing
Effect: invoke reckoning
Melee Claw +10/+6/+2(agile, unarmed)
Damage: 1d6+4 slashing

Abilities

Attack of Opportunitydefensive

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.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Command Skeletonsoffensive(divine)

The skeletal Hellknight can direct the actions of the nearby skeleton guards, commanding them to perform tactics such as flanking foes and focusing their attacks on specific targets. As long as the skeletal Hellknight is active and commanding the skeletons, they gain the Attack of Opportunity reaction.

Invoke Reckoningoffensive(divine, mental)

Trigger The skeletal Hellknight hits a foe with a Strike. Effect The skeletal Hellknight causes the creature struck to endure the pain of an Order of the Nail's reckoning-a rite of mortification Hellknights of that order use to focus their minds. The creature struck feels as if nails are being driven into their body, and must succeed at a DC 17 will save or be Stunned 1 from the pain. On a critical failure, the pain manifests as actual puncture wounds, dealing an additional 2d6 piercing damage to the victim.

Traits