Hellknight Dragoon Squad

Level 9
Creature· humanUncommonGargantuanRemaster
AC
28
HP
150
Speed
25 ft.
Perception
+18
Fort
+21
Ref
+15
Will
+18
Weaknesses area-damage 6, splash-damage 6
Languages common, diabolic
Skills athletics +20, intimidation +20, religion +18, survival +16, society +14
Recall Knowledge DC 28 (society)

Abilities

+2 Circumstance Bonus to Saves vs Fear Effects
Bind Them in Chains

Trigger A creature or troop adjacent to the dragoon squad gains the frightened condition, or an adjacent troop is reduced to 2 segments


Effect Sensing their foes' faltering morale, the dragoons lash out with their manacles. The triggering creature must attempt a DC 25 reflex save.


Critical Success The creature is unaffected.

Success The creature becomes Clumsy 1 until the end of the squad's next turn.

Failure The creature becomes Clumsy 2 until the end of the squad's next turn an

Break the Weak Link

10 feet.

As long as the dragoon squad has at least 3 segments, all enemy troops within the aura take a –2 circumstance penalty to saves against emotion effects.

Troop Defenses
Troop Movement
Arrow Volley◆◆

The dragoons draw bows and fire arrows as a ranged attack. This volley is a 10-foot burst within 80 feet that deals 4d8 piercing damage (DC 25 reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.

Fear the Chain

Frequency once per round


Effect The dragoons attempt to all foes in a 15-foot emanation, comparing the result of a single Intimidation check to each target's Will DC. The squad doesn't take the penalty if they don't speak the same language as a target. It's possible for the dragoon squad to get a different degree of success for each target, and a target is temporarily immune to this ability only if the squad critically fails the check against them.

Flail Assault

Frequency once per round


Effect The dragoons lash out with their flails in a melee attack against each enemy in a 5-foot emanation (DC 25 reflex save). The damage depends on the number of actions.

1 (1d8+2) bludgeoning

2 (2d8+9) bludgeoning

3 (3d8+11) bludgeoning

Some fugitives are so dangerous or numerous that they warrant a whole Hellknight squadron who can ride after quarry and dismount to give chase in crowded settlements. These Hellknights wield flails as capably as they wield fear, using both to subdue and restrain foes.