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Skeletal HellknightCreature 2


UniqueLEMediumSkeletonUndead
Source Pathfinder #145: Hellknight Hill
Perception +7 (darkvision)
Languages Common, Infernal
Skills Athletics +9, Intimidation +7
Str +4, Dex +2, Con +3, Int -1, Wis +0, Cha +1

AC 20; Fort +9; Reflex +8; Will +4;
HP 25 (negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Halberd One Action +11 (+6, +1) to hit (reach 10, versatile s) 1d10+4 Piercing
Claw One Action +10 (+6, +2) to hit (agile) 1d6+4 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

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

Attack of Opportunity Reaction

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.

Command Skeletons (divine, necromancy)

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 Reckoning Reaction (divine, enchantment, 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 points of piercing damage to the victim.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Skeleton

This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.