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Hellknight Cavalry BrigadeCreature 8


LNGargantuanAnimalHumanHumanoidTroop
Source Pathfinder Bestiary 3
Perception +16
Languages Common, Infernal
Skills Acrobatics +13, Athletics +18, Lore +12, Intimidation +17, Religion +12, Society +12
Str +6, Dex +1, Con +4, Int +2, Wis +2, Cha +3

AC 27; Fort +18; Reflex +13; Will +16;
HP 135 (troop defenses)
Speed 40 feet
Weaknesses Area Damage 10, Splash Damage 5
Resistances Mental 5, Slashing 5

Form Up One Action

The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.

Troop Defenses

Thresholds 90 (12 squares), 45 (8 squares)


Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.

A damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.

Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.

Arrow Volley Two Actions

The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 4d8 piercing damage (DC 23 basic reflex save).

When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.

Lance Charge Three Actions

The brigade Forms Up, then Strides twice with a +10-foot circumstance bonus to its Speed.

If it moves at least 10 feet, the brigade deals 3d8+13 piercing damage (DC 26 basic reflex save) to each enemy within 10 feet of the brigade at the end of its movement.

Mounted Troop

Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion.

Swing from the Saddle One Action

One Action to Three Actions

Frequency once per round.


Effect The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 basic reflex save). The damage depends on the number of actions.

One Action 2d6 slashing damage

Two Actions 2d6+10 slashing damage

Three Actions 3d6+13 slashing damage

Trailblazing Stride

While moving on land, the Hellknight cavalry brigade ignores the effects of non-magical difficult terrain.

Troop Movement

Whenever the cavalry brigade Strides, the brigade first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the brigade enters difficult terrain, the extra movement cost applies to the whole brigade.


A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing lances; the maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders.

A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day's ride in every direction-about 25 miles. Farther-ranging missions are possible but require substantial logistical support.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.