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Cavalry Brigade

A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing 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 - Animal (Nature): DC 24
Recall Knowledge - Humanoid (Society): DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Hellknight Cavalry BrigadeCreature 8

Source Bestiary 3 pg. 44
Perception +16
Languages Common, Infernal
Skills Acrobatics +11, Athletics +16, Hell Lore +10, Intimidation +15, Religion +10, Society +10
Str +6, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 25; Fort +16, Ref +11, Will +14
HP 115; Thresholds 90 (12 squares), 45 (8 squares); Resistances mental 5, slashing 5; Weaknesses area damage 10, splash damage 5
Troop Defenses
Speed 40 feet; troop movement
Arrow Volley Two ActionsTwo 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 4d8 piercing damage (DC 21 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.Form Up Single ActionSingle Action Lance Charge Three ActionsThree Actions The brigade Forms Up, then Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+13 piercing damage (DC 24 basic Reflex save) to each enemy within 10 feet of the brigade at the end of its movement.Mounted Troop Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion.Swing from the Saddle Single ActionSingle Action to Three ActionsThree Actions Frequency once per round; Effect The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 21 basic Reflex save). The damage depends on the number of actions.
Single ActionSingle Action 2d6 slashing damage
Two ActionsTwo Actions 2d6+10 slashing damage
Three ActionsThree Actions 3d6+13 slashing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores the effects of non-magical difficult terrain.Troop Movement Whenever the cavalry brigade Strides, the brigade first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the brigade enters difficult terrain, the extra movement cost applies to the whole brigade.

Sidebar - Advice and Rules 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. This troop's Hellknight plate is an exception, 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!