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Adjutant Hellknight Armiger

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Elite | Normal | Weak
Proficiency without Level

Elite Adjutant Hellknight ArmigerCreature 3

Medium Human Humanoid 
Source Devils of Chitterwood pg. 60
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 18 • Humanoid (Society)
Male human soldiers
Perception +10
Languages Common, Diabolic
Skills Athletics +10, Hell Lore +7, Intimidation +9, Society +7, Survival +9
Str +4, Dex +0, Con +3, Int +0, Wis +2, Cha +1
Items breastplate, crossbow (10 bolts), halberd
AC 19; Fort +13, Ref +7, Will +10
HP 45; Resistances mental 3
Reactive Strike [reaction]
Speed 20 feet
Melee [one-action] halberd +11 [+6/+1] (reach 10 feet, versatile S), Damage 1d10+2+4 piercingMelee [one-action] fist +11 [+7/+3] (agile, nonlethal, unarmed), Damage 1d4+2+4 bludgeoningRanged [one-action] crossbow +8 [+3/-2] (range increment 120 feet), Damage 1d8+2 piercingPinning Strike [one-action] The adjutant Hellknight armiger makes a halberd Strike. On a success, the target is also immobilized until the beginning of the adjutant's next turn, until the adjutant moves more than 10 feet away from the target, or the adjutant makes another halberd Strike, whichever comes first. The target can also attempt to Escape (DC 20).

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