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Hellcrown

Creature 1 (uncommon) — undead, unholy

Pre-Remaster content. May include legacy alignment.

SniperShadeAERIALundeadunholyfear

The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns haunt battlefields and abandoned castles, slaying all they encounter. A strange fusion of spi

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +10; darkvision
Languages common
Skills intimidation +8, stealth +7
Str
-2
Dex
+4
Con
+3
Int
-1
Wis
+1
Cha
+1
AC 16 Fort +4 Ref +6 Will +10
HP 20 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 0 feet, fly 25 feet

Offense

Ranged Nail +9, range increment 20 feet, Damage 1d4+2 piercing plus Bleeding Nail

Abilities

Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Bleeding Nail — If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it Enfeebled 1 for 1 minute and giving it 1 bleed damage (Enfeebled 2 and 1d4 bleed on a critical failure). Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions.
Terrifying Stare (fear, mental, visual) — All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is Frightened 1, and on a critical failure becomes Fleeing for as long as it's frightened. Any creature that attempts a save is then temporarily immune for 10 minutes.

WORKS WELL WITH

AnvilLANDA grounded bruiser holding enemy attention lets this small flier keep landing its embedding nail unmolested.
SnareLAND / AERIALA controller that keeps a target rooted ensures the bleeding nail stays lodged long enough for the fear effect to escalate.
CrasherLANDA heavy melee diver draws Reactive Strikes and attention, buying this fragile flier time to keep its distance.

PUNISHES

✖ low Fortitude saves✖ low Will saves✖ isolated targets
Its very low Hit Points and Fortitude make it a poor choice alongside another squishy Sniper competing for the same safe firing lines.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #145: Hellknight Hill.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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