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There is a Legacy version here.

Hellknight Cavalry Brigade

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.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Hellknight Cavalry BrigadeCreature 8

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, 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 (4 segments); Thresholds 90 (12 squares), 45 (8 squares); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
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
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] 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 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

All Monsters in "Military"

NameLevel
Combat Engineer1
Conscript Squad3
Drill Sergeant8
Heavy Cavalry7
Hellknight Cavalry Brigade8
Infantry Soldier2
Line Infantry6
Mage Knight10
Phalanx Formation6
Sniper5
Standard Bearer4

Military

Source NPC Core pg. 88
A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways.

Guerrilla Adjustments

Most military engagements take place in large areas, such as plains or cities, where there is the most territory or resources to be gained. However, guerrilla units fight in forests, swamps, and other tough locations, where they set up traps, ambushes, and use other surprise tactics. You can use these adjustments to turn a military NPC or troop into a guerrilla. These can also be useful for mercenaries or other non-military NPCs.
  • Give the creature a Stealth modifier equal to the high skill value for its level. If you're in a hurry, use the creature's highest skill modifier.
  • If the creature has the Athletics skill, reduce its modifier by 2.
  • Reduce the damage of the creature's Strikes by 2, but give it the Sneak Attack ability.
    Sneak Attack The creature deals 1d6 extra precision damage to off-guard creatures.
  • Add the Pounce ability.
    Pounce [one-action] The creature Strides and makes a Strike at the end of that movement. If the creature began this action hidden, they remain hidden until after this ability's Strike.

Troop Formations

Battle can be a complicated affair. Different situations call for varied arrangement of soldiers. You can add the Change Formation ability to a troop to give it more options, typically choosing two or three of the possible formations listed here. Troops with animal Intelligence (–4 or lower) or that aren't battle trained are typically unable to change formation without an outside force commanding them.

Change Formation [two-actions] (concentrate, move) The troop reconfigures to assume one of the formations below they know. Using this action again ends any previous formation, and the troop can also use this action to revert to its default formation, ending any benefits and drawbacks.
  • Loose Members of the troop fan out to cover more ground. Benefit Any weaknesses the troop has to area and splash damage are suppressed. Drawback Enemies' saving throws against the troop's damaging effects are one degree of success better than they roll.
  • Marching Column This formation traverses long distances more rapidly. Benefit The troop gains a +10 foot circumstance bonus to all its Speeds. Drawback The troop is off-guard and takes a –2 penalty to Reflex saves.
  • Turtle Shell The troop interlocks their shields. Only a group with shields can use this formation. Benefit The troop gains a +2 circumstance bonus to AC against ranged attacks and to Reflex saves. Drawback The troop takes a –10-foot penalty to all its Speeds.
  • Wedge The troop aligns itself behind a powerful commander. Benefit The troop chooses an adjacent allied creature without the troop trait to fall in behind. Each time the chosen creature Strides, the troop follows as a free action, Striding to keep the chosen creature adjacent. Drawback The troop loses some of their autonomy. They're slowed 1 and can't voluntarily move away from their leader.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Corn leshy throng (level 4), demonbane warrior (level 5), dwarf battalion (level 6), dwarf general (level 8), hobgoblin battalion (level 5), hobgoblin spellbreaker (level 3), hobgoblin vanguard (level 8), orc skullcrushers (level 7)

Sidebar - Additional Lore Military Nomenclature

Various cultures see war differently. Some see it as a game to be won, some as an art, and still others as the ultimate form of glory. These different perspectives can be reflected in the names used to describe military units and formations. Some militaries go to elaborate lengths to mislead their foes by bestowing ever-changing code names on various divisions and strategies. Others may borrow the names of beautiful animals or simply name units after favored weapons.

Sidebar - Related Creatures Mounted Warfare

Individual military NPCs who find themselves in open terrain might need to close the distance to their opponents. Consider giving an NPC like standard bearer or sniper a war horse, or having a drill sergeant or mage knight ride a veteran war horse.

Sidebar - Advice and Rules Signature Weapons

Phalanx formations are classically seen using a spear as their weapon of choice. However, feel free to swap out this weapon for something more appropriate to the local culture. For example, a phalanx comprised of worshippers of Gozreh might wield tridents instead of spears.

Sidebar - Treasure and Rewards Spoils Of War

War is rarely a profitable venture for either side. Each battle wins little more than a better strategic position and, potentially, glory. Occasionally, a particularly potent enemy may have some magical gear, but most soldiers do not. An adventuring party should seek to leverage the army they fight for, as that is where they will often find the highest rewards, both in terms of gold and favors.

Sidebar - Treasure and Rewards Troop Gear

Since the component members of a troop are individually much less powerful than the troop as a whole, a troop's gear is typically of negligible utility or value. However, the Hellknight cavalry brigade wear valuable Hellknight plate (worth 35 gp), and a party might be able to salvage a suit or two from their defeated foes—if they're willing to risk the wrath of the Order of the Nail!