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Hellknight Field-Maralictors

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Hellknight Field-MaralictorsCreature 8

Medium Human Humanoid 
Source The Battle of Saringallow pg. 159
Recall Knowledge DC 24 • Humanoid (Society)
Variant knight
Perception +7
Languages Common
Skills Athletics +11, Diplomacy +6, Intimidation +10, Society +7, Warfare Lore +9
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items +1 bastard sword, full plate with livery, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 19 (21 with shield raised); Fort +8, Ref +8, Will +7
HP 130
Hellknight's Rigor Any time the Hellknight field-maralictor gains the frightened condition, they reduce its value by 1.Quick Shield Block [reaction] The Hellknight field-maralictor has an additional reaction they can use only to Shield Block. They can Shield Block for an adjacent ally, preventing that ally from taking damage instead of protecting themself.Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] bastard sword +12 [+7/+2] (magical, two-hand d12), Damage 1d8+2+10 slashingMelee [one-action] spear +11 [+6/+1], Damage 1d6+2+10 piercingMelee [one-action] gauntlet +11 [+7/+3] (agile, free-hand), Damage 1d4+12 bludgeoningRanged [one-action] spear +11 [+6/+1] (thrown 20 feet), Damage 1d6+12 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The Hellknight field-maralictor makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Maralictor's Command [one-action] (auditory, concentrate, linguistic, mental) The Hellknight field-maralictor shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Maralictor's Command for 24 hours.Warding Shift [one-action] Requirements The Hellknight field-maralictor is adjacent to a willing ally; Effect The Hellknight field-maralictor moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

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