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Sorted A-ZMonstersHumanoid
Hellknight Dragoon Squad
A formation of infernal cavalry demoralizes a whole group at once, then shackles anyone who falters with immobilizing chains.
uncommonHumanHumanoidTroop
Some fugitives are so dangerous or numerous that they warrant a whole Hellknight squadron who can ride after quarry and dismount to give chase in crowded settlements. These Hellknights wield flails as capably as they wield fear, using both to subdue and restrain foes.
Level 9
Perception +18 · Languages Common, Diabolic · Skills Athletics +20, Intimidation +20, Religion +18, Society +14, Survival +16
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +7 | +1 | +4 | +2 | +3 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 28 | +21 | +15 | +18 |
HP 150
Speed 25 feet; troop movement
Abilities
- Chains [Reaction] Trigger A creature or troop adjacent to the dragoon squad gains the frightened condition, or an adjacent troop is reduced to 2 segments; Effect Sensing their foes’ faltering morale, the dragoons lash out with their manacles. The triggering creature must attempt a DC 25 Reflex save. Critical Success The creature is unaffected. Success The creature becomes clumsy 1 until the end of the squad’s next turn. Failure The creature becomes clumsy 2 until the end of the squad’s next turn and is immobilized until it Escapes (DC 25). Critical Failure As failure, but restrained instead of immobilized.
- Arrow Volley [Two Actions] (Magical) The dragoons draw bows and fire arrows as a ranged attack. This volley is a 10-foot burst within 80 feet that deals 4d8 piercing damage (DC 25 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Fear the
- Chain [Single Action] (Concentrate, emotion, fear, mental) Frequency once per round; Effect The dragoons attempt to Demoralize all foes in a 15-foot emanation, comparing the result of a single Intimidation check to each target’s Will DC. The squad doesn’t take the penalty if they don’t speak the same language as a target. It’s possible for the dragoon squad to get a different degree of success for each target, and a target is temporarily immune to this ability only if the squad critically fails the check against them.
- Flail Assault [Single Action to Three Actions] (Magical) Frequency once per round; Effect The dragoons lash out with their flails in a melee attack against each enemy in a 5-foot emanation (DC 25 basic Reflex save). The damage depends on the number of actions.