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MonstersHumanoid

Hellknight Hunter Squad

A squad of infernal hunters honed for tracking and capture moves like coordinated pack predators, closing ranks with spears.

uncommonHumanHumanoidTroop

Against immense prey, Order of the Pike Hellknights assemble elite squads trained to strike as one, shield each other from fiery breath, protect civilians, and stand strong against foes that would terrify lesser troops.

Level 15

Perception +29 · Languages Common, Diabolic · Skills Athletics +30, Intimidation +25, Medicine +25, Monster Lore +29, Survival +27, Warfare Lore +25

STRDEXCONINTWISCHA
+8+3+6+4+4+2
ACFortRefWill
37+29+24+26

HP 285

Speed 25 feet; troop movement

Abilities

  • Disciplined Barricade [Single Action] The Hellknights defensively lock their shields. Until the start of this troop’s next turn, the troop and all allies within a 5-foot emanation gain a +1 circumstance bonus to their AC and Reflex saving throws.
  • Hurl Javelins [Two Actions] The squad’s members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 5d6+9 piercing damage with a DC 33 basic Reflex save. When the Hellknight hunters are reduced to 2 segments, this area decreases to a 5-foot burst. M
  • Medic [Single Action] (Healing) The hunters bandage an adjacent creature. The target regains 5d8+20 Hit Points, after which the target is immune to this ability for 1 day.
  • Phalanx Strike [Single Action to Three Actions] (Magical) Frequency once per round; Effect The Hellknight hunters strike outward with their longspears in a uniform melee attack against each enemy in a 10-foot emanation (DC 33 basic Reflex save). The damage depends on the number of actions.