Skeletal Hellknight
Creature 2 (unique) — skeleton, undead, unholy
Pre-Remaster content. May include legacy alignment.
FlankerLANDVERTICALundeadskeleton
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +7; darkvision
Languages common, diabolic
Skills athletics +9, intimidation +7
Str
+4
Dex
+2
Con
+3
Int
-1
Wis
+0
Cha
+1
Items Halberd, Half Plate
AC 20
Fort +9
Ref +8
Will +4
HP 25 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, climb 25 feet
Offense
Melee Halberd (reach-10, versatile-s) +11, Damage 1d10+4 piercing plus Invoke Reckoning
Melee Claw (agile, unarmed) +10, Damage 1d6+4 slashing
Abilities
Attack of Opportunity —
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.
Command Skeletons (divine) — 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 (divine, mental) —
WORKS WELL WITH
AnvilLAND / VERTICALA defensive anchor occupies the main engagement while the skeleton directs minions into flanking position.
SniperLAND / VERTICALRanged damage dealers exploit the flat-footed condition that coordinated flanking from commanded minions creates.
MenderLAND / VERTICALVoid-healing support extends the skeleton's battlefield presence and keeps its minion-commanding capability active.
PUNISHES
✖ clumping✖ poor positioning✖ ignoring minions
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Skeletal Hellknight in the encounter builder — free, no install.
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