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Skeletal Hellknight

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 26
Recall Knowledge - Undead (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Skeletal HellknightCreature 2

Legacy Content

Unique LE Medium Humanoid Undead 
Source Pathfinder #145: Hellknight Hill pg. 40
Perception +7; darkvision
Languages Common, Infernal
Skills Athletics +9, Intimidation +7
Str +4, Dex +2, Con +3, Int -1, Wis +0, Cha +1
Items +1 halberd, half plate
AC 20; Fort +9, Ref +8, Will +4
HP 25 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Attack of Opportunity [reaction]
Speed 25 feet, climb 25 feet
Melee [one-action] halberd +11 [+6/+1] (reach 10 feet, versatile S), Damage 1d10+4 piercing plus Invoke ReckoningMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingCommand Skeletons (divine, necromancy) 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 [reaction] (divine, enchantment, mental) Trigger The skeletal Hellknight hits a foe with a Strike Effect The skeletal Hellknight causes the creature struck to endure the pain of an Order of the Nail's reckoning—a rite of mortification Hellknights of that order use to focus their minds. The creature struck feels as if nails are being driven into their body, and must succeed at a DC 17 Will save or be stunned 1 from the pain. On a critical failure, the pain manifests as actual puncture wounds, dealing an additional 2d6 points of piercing damage to the victim.