Hellknight Field-Maralictor

Level 8
Creature· humanMediumRemaster
AC
27
HP
130
Speed
25 ft.
Perception
+15
Fort
+16
Ref
+16
Will
+15
Languages common
Skills athletics +19, intimidation +18, society +15, diplomacy +14
Recall Knowledge DC 24 (society)

Attacks

Melee Bastard Sword +20 (magical, two-hand-d12), Damage 1d8+12 slashing
Melee Spear +19, Damage 1d6+12 piercing
Melee Spear +19 (thrown 20 ft.), Damage 1d6+12 piercing
Melee Gauntlet +19 (agile, free-hand), Damage 1d4+12 bludgeoning

Abilities

Hellknight's Rigor

Any time the Hellknight field-maralictor gains the Frightened condition, they reduce its value by 1.

Quick Shield Block

The Hellknight field-maralictor has an additional reaction they can use only to Shield Block.

They can Shield Block for an adjacent ally, preventing that ally from taking damage instead of protecting themself.


Reactive Strike
Intimidating Strike◆◆

The Hellknight field-maralictor makes a melee Strike. If it hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.

Maralictor's Command

The Hellknight field-maralictor shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Maralictor's Command for 24 hours.

Warding Shift

Requirements The Hellknight fieldmaralictor is adjacent to a willing ally


Effect The Hellknight field-maralictor moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

Elite fighters from the lowest ranks of nobility, knights are proud champions of their court. Unlike other nobles, knights must earn their title through loyalty and strength-of-arms rather than inheritance. Ideals such as chivalry, honor, and virtue are associated with knights but not all meet such romantic standards.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.