Hellknight Cavalry Brigade
Creature 8 — animal, human, humanoid, troop
A Hellknight cavalry brigade consists of several Hellknights and a single field-maralictor, all wearing the distinctive armor of their order and wielding lances. The maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders. A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day's ride in every direction—about 25 miles. Farther-ranging missions are possible but require substantial logistical support.
Source: pathfinder-npc-core
Perception +16
Skills acrobatics +13, athletics +18, intimidation +17, religion +12, society +12
Str
+7
Dex
+1
Con
+4
Int
+2
Wis
+2
Cha
+3
AC 27
Fort +18
Ref +13
Will +16
HP 135
Resistances mental 5, slashing 5
Weaknesses area-damage 8, splash-damage 8
Speed 40 feet
Abilities
Mounted Troop — Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.
Troop Defenses — Thresholds 90 (3 segments), 45 (2 segments)
Troop Defenses
Troop Movement — Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Arrow Volley — The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot type:burst within 100 feet that deals 3d8 piercing damage (DC 23 Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot type:burst.
Lance Charge — The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 Reflex save to each enemy in a 10-foot type:emanation at the end of its movement.
Stab from the Saddle — 1 to 3
Frequency once per round
Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot type:emanation with a DC 23 Reflex save. The damage depends on the number of actions.
1 1d6+3 piercing damage
2 2d6+10 piercing damage
3 3d6+14 piercing damage
Trailblazing Stride — While moving on land, the Hellknight cavalry brigade ignores difficult terrain.
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