Undead Hellknight Maralictor

Level 7
Creature· undeadRareMediumRemaster
AC 25
HP 110 (void healing)
Speed 20 ft.
Fort +16
Ref +12
Will +12
Perc +14
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses holy 5
Languages common
Senses darkvision
Skills intimidation +16, athletics +13
Recall Knowledge religion DC 28

Attacks

Melee Warhammer +16/+11/+6(magical, shove)
Damage: 1d4 void + 2d8+7 bludgeoning
Melee War Flail +16/+11/+6(disarm, magical, sweep, trip)
Damage: 1d4 void + 2d8+7 bludgeoning

Abilities

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.

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.

Hammer and Flail◆◆offensive

The undead Hellknight maralictor makes a war flail and a warhammer Strike against the same target. If both Strikes hit, the damage counts as one source for overcoming resistances, Additionally, the target takes an additional 2d6 void damage and the maralictor gains temporary Hit Points equal to this void damage for 1 hour.

Void Energy Burst◆◆◆offensive

Requirements The undead Hellknight maralictor has temporary Hit Points

Undead energy erupts from the maralictor. All living creatures within a 20-foot emanation take void damage equal to twice the maralictor's temporary Hit Points; the maralictor then loses all temporary Hit Points.