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Hellknight Dragoon Squad

Some fugitives are so dangerous or numerous that they warrant a whole Hellknight squadron who can ride after quarry and dismount to give chase in crowded settlements. These Hellknights wield flails as capably as they wield fear, using both to subdue and restrain foes.

Elite | Normal | Weak
Proficiency without Level

Weak Hellknight Dragoon SquadCreature 8

Uncommon Gargantuan Human Humanoid Troop 
Source Pathfinder #223: Hell's Destiny pg. 238
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 26 (includes +2 from Uncommon) • Humanoid (Society)
Perception +16
Languages Common, Diabolic
Skills Athletics +18, Intimidation +18, Religion +16, Society +12, Survival +14
Str +7, Dex +1, Con +4, Int +2, Wis +3, Cha +2
AC 26; Fort +19, Ref +13, Will +16; +2 circumstance bonus to saves vs fear effects
HP 130 (4 segments); Weaknesses area damage 6, splash damage 6
Break the Weak Link (aura, emotion, fear, mental) 10 feet. As long as the dragoon squad has at least 3 segments, all enemy troops within the aura take a –2 circumstance penalty to saves against emotion effects.Troop Defenses Bind Them in Chains [reaction] Trigger A creature or troop adjacent to the dragoon squad gains the frightened condition, or an adjacent troop is reduced to 2 segments; Effect Sensing their foes’ faltering morale, the dragoons lash out with their manacles. The triggering creature must attempt a DC 23 Reflex save.
Critical Success The creature is unaffected.
Success The creature becomes clumsy 1 until the end of the squad’s next turn.
Failure The creature becomes clumsy 2 until the end of the squad’s next turn and is immobilized until it Escapes (DC 25).
Critical Failure As failure, but restrained instead of immobilized.

Speed 25 feet; troop movement
Arrow Volley [two-actions] (magical) The dragoons draw bows and fire arrows as a ranged attack. This volley is a 10-foot burst within 80 feet that deals 4d8 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.Fear the Chain [one-action] (concentrate, emotion, fear, mental) Frequency once per round; Effect The dragoons attempt to Demoralize all foes in a 15-foot emanation, comparing the result of a single Intimidation check to each target’s Will DC. The squad doesn’t take the penalty if they don’t speak the same language as a target. It’s possible for the dragoon squad to get a different degree of success for each target, and a target is temporarily immune to this ability only if the squad critically fails the check against them.Flail Assault [one-action] to [three-actions] (magical) Frequency once per round; Effect The dragoons lash out with their flails in a melee attack against each enemy in a 5-foot emanation (DC 23 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8+2 bludgeoning
[two-actions] 2d8+9 bludgeoning
[three-actions] 3d8+11 bludgeoning

Sidebar - Additional Lore Broken Chains

A schism recently split the Order of the Chain, with roughly half offering their loyalty to Cheliax following the order’s defeat at Citadel Altaerein at the outset of the Hellfire Crisis. The dissenters, insisting their organization remain an apolitical force of order, split away. They now struggle to establish themselves in Corentyn. Meanwhile, the Order of the Manacle (as the loyalists now call themselves) hunts fewer fugitives and instead focuses on capturing Andoren warriors and breaking their bravado with flails and chains.

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