Skeletal Hellknight

Level 2
Creature· evilUniqueMediumLegacy
AC
20
HP
25
Speed
25 ft.
Perception
+7
Fort
+9
Ref
+8
Will
+4
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages common, diabolic
Senses darkvision
Skills athletics +9, intimidation +7
Other Speeds climb 25 ft.
Recall Knowledge DC 26 (religion)

Attacks

Melee Halberd +11 (reach 10 ft., versatile-s), Damage 1d10+4 piercing
Melee Claw +10 (agile, unarmed), Damage 1d6+4 slashing

Abilities

Attack of Opportunity
Void Healing
Command Skeletons

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

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 piercing d