Hellknight: Difference between revisions

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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
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| Ability-4-Description = Once during any odd-numered round (1st, 3dr, 5th, etc), as a swift action, a Hellknight may raise a hand in a terrible arcane gensture, bringing forth forth a dark, incorporeal benison of distilled misery. This benison spreads shadows and misery from the central square, rolling around obstacles to affect all non-blocked squares in the area of effect, affecting all creatures in a 7x7x7 square area centered anywhere within 60 feet of the Hellknight's space (spread area of effect). This benison has two terrible effects.
| Ability-4-Description = Once during any odd-numbered round (1st, 3dr, 5th, etc), as a swift action, a Hellknight may raise a hand in a terrible arcane gesture, bringing forth a dark, incorporeal benison of distilled misery. This benison spreads shadows and misery from the central square, rolling around obstacles to affect all non-blocked squares in the area of effect, affecting all creatures in a 7x7x7 square area centered anywhere within 60 feet of the Hellknight's space (spread area of effect). This benison has two terrible effects.


All living enemies caught in the Dark Favor take {{Special-Standard-Dmg}} points of {{dmg|negative}} damage, and suffer the [[Withered]] condition.  Affected enemies are allowed to make a Will save against a DC of {{Save-DC}}. If they are successful, the Withered condition is reduced to [[Weakened]] and the damage inflicted is halved.
All living enemies caught in the Dark Favor take {{Special-Standard-Dmg}} points of {{dmg|negative}} damage, and suffer the [[Withered]] condition.  Affected enemies are allowed to make a Will save against a DC of {{Save-DC}}. If they are successful, the Withered condition is reduced to [[Weakened]] and the damage inflicted is halved.
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| Ability-5-Description = Up to once per enemey creature per round, the Hellknight can force any creature successfully struck by their melee attacks to make a Fort saving throw against a DC of {{Save-DC}}. If they make this saving throw, there is no further effect.
| Ability-5-Description = Up to once per enemy creature per round, the Hellknight can force any creature successfully struck by their melee attacks to make a Fort saving throw against a DC of {{Save-DC}}. If they make this saving throw, there is no further effect.


If they fail this saving throw, they suffer the {{Immolated}} condtion, inflicting {{Necrotic Damage}}. This condition may not be removed before the end of the encounter by any means.
If they fail this saving throw, they suffer the [[Immolated condition, inflicting {{dmg|Necrotic}}. This condition may not be removed before the end of the encounter by any means.


Synergy: If an enemy creature suffering the Immolated condition inflicted by Touch of the Grave is struck a second time and forced to save against Touch of the Grave, and fails this second save, that triggers a Synergy. That fos suffers {{dmg|Necrotic}} damage equal to their Bloodied value, and the Immolated condition is removed. If this damage reduces them below zero hitpoints, they are instantly killed. Note that the Hellknight may re-inflict Touch of the Grave again, if they hit again after the synergy is triggered and the foe still survives.
Synergy: If an enemy creature suffering the Immolated condition inflicted by Touch of the Grave is struck a second time and forced to save against Touch of the Grave, and fails this second save, that triggers a Synergy. That foe suffers {{dmg|Necrotic}} damage equal to their Bloodied value, and the Immolated condition is removed. If this damage reduces them below zero hitpoints, they are instantly killed. Note that the Hellknight may re-inflict Touch of the Grave again, if they hit again after the synergy is triggered and the foe still survives.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:

Revision as of 20:15, 23 April 2022

{{Template:Monster

| CR=30

| Min-CR = 28 | Max-CR = 40

| MonsterName=Hellknight

| Image=Hell_Knight_1.png

| Caption=

| Role=

| Restrict-Role-No-Role = | Restrict-Role-Heavy = | Restrict-Role-Killer = | Restrict-Role-Leader = | Restrict-Role-Legend = | Restrict-Role-Minion = | Restrict-Role-Shooter = | Restrict-Role-Skirmisher = | Restrict-Role-Sneak = | Restrict-Role-Swarm = | Restrict-Role-Tank = | Restrict-Role-Threat = | Restrict-Role-Villain =

| Associated-Role-Notes=

| Pattern1=

| Pattern2=


| Description=Through dark necromantic power, a corpse can be transformed into a skeleton, shedding its flesh and becoming inhabited by the captured soul of a fallen warrior. Skeletons are nearly always mindless, but surprisingly, this is rarely much of a disadvantage for them. The warrior spirit inhabiting the body moves by reflex, demonstrating an ingrained martial prowess that makes skeletons notoriously effective combatants.

Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.

A Hellknight is one of the Darkling Lords of Undeath, but they are not commonly of the high nobility. Lesser skeletons are often mindless, regardless of how mighty they are, and stronger skeletons are ridden by their murderous spirits, but have no memory of their fleshly existence.

Deathknights are haunted by the memory of their former lives, but the fiend inhabiting them is in full control, leading to delicious levels of suffering, when a good soul is bound to the torment of their evil urges.

A Hellknight is far mightier than even a Deathknight, because they are of the Lords of Death. Like Liches, Hellknights are almost always willingly drawn into the Embrace of the Empty, and they fully recall their former lives, but instead of being bound to Evil, like the hapless ranks of the Deathknights, Hellknights REVEL in their new-found evil.

Of course, since they are emptied this revelry is muted and dminished, but make no mistake, no matter how somber a Hellknight appears, the fiendish thing CHOSE this state of existence, either explicitly, or by their actions in life.

As a result, Hellknights completely embrace the powers of Unlife, and express the powers of their murderous spirit in full. Facing a Hellknight, or heavens forbid a troop of the dark things, is a trial of terrible difficulty. Only the greatest heroes should answer this call, and be ready to face a gauntlet of darkness and horror doing so.

Hellknights leave only silence in their wake.

| Alignment=Lawful Evil

| Size=Medium

| Type=Undead

| Subtype=Skeleton

| Subtype2=

| Subtype3=

| Subtype4=

| Subtype5=


| NudgeBasicLoreValue = -2

| NudgeFullLoreValue = +3

| Lore-Notes =


| NudgeInit = +3

| Nudge-Ambush-Chance = +3

| Ambush-Chance-Notes =

| Sense-Is-Blind-to-Vision = | Sense-Is-Blind-to-Sound = | Sense-Is-Blind-to-Smell = | Sense-Has-Low-Light-Vision =

| Sense-Darkvision-Range = 150 | Sense-Heartsight-Range = 150 | Sense-Keen-Hearing-Range = | Sense-Precise-Hearing-Range = | Sense-Echolocation-Range = | Sense-Scent-Range = | Sense-Keen-Scent-Range = | Sense-Perfect-Scent-Range = | Sense-Airsense-Range = | Sense-Blindsense-Range = | Sense-Cloudsense-Range = | Sense-Lifesense-Range = | Sense-Mindsense-Range = | Sense-Tremorsense-Range = | Sense-Watersense-Range =

| Senses-Custom-Text =

| NudgePerception =

| NudgeAC = +2

| NudgeHitPoints =


| Fort = S | Refl = | Will =

| NudgeFort = | NudgeRefl = | NudgeWill =

| SpecialDefenses = DR 1/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), bypassed by bludgeoning (physical, common)

| StrongAgainst = Immune (no effect):cold (energy, common),Stilling (energy, uncommon),Negative Energy (energy, uncommon),Necrotic (energy, uncommon)

| Hide-Role-Strong-Against-1 =

| Hide-Type-Strong-Against-1 = | Hide-Type-Strong-Against-2 = | Hide-Type-Strong-Against-3 = | Hide-Type-Strong-Against-4 = | Hide-Type-Strong-Against-5 = | Hide-Type-Strong-Against-6 =

| Hide-Subtype-Strong-Against-1 = | Hide-Subtype-Strong-Against-2 = | Hide-Subtype-Strong-Against-3 = | Hide-Subtype-Strong-Against-4 = | Hide-Subtype-Strong-Against-5 = | Hide-Subtype-Strong-Against-6 =

| WeakAgainst =

| Hide-Type-Weak-Against-1 = | Hide-Subtype-Weak-Against-1 =

| Move-Type-Walk-Speed = 60 | Move-Type-Burrowing-Speed = | Move-Type-Tunneling-Speed = | Move-Type-Earth-Glide-Speed = | Move-Type-Lesser-Climb-Speed = | Move-Type-Greater-Climb-Speed = 60 | Move-Type-Brachiating-Speed = 60 | Move-Type-Vaulting-Speed = 30 | Move-Type-Hover-Speed = | Move-Type-Lesser-Flight-Speed = | Move-Type-Greater-Flight-Speed = | Move-Type-Lesser-Swim-Speed = | Move-Type-Greater-Swim-Speed = | Move-Type-Jet-Speed = | Move-Type-Lesser-Teleport-Speed = | Move-Type-Greater-Teleport-Speed =

| Move-Type-Custom-Text =



| NudgeSpace =

| NudgeReach = +2



| MeleeOrNatural = Melee



| PriAtkName = Blade of Death

| Pri-Atk-Dmg-Type = flensing

| PriAtkNotes = plus Touch of the Grave

| PriAtkNotes-FullAtkOnly =

| Override-Pri-Atk--Std-Atk-Qty =

| Override-Pri-Atk--Full-Atk-Qty =

| Override-Pri-Atk--Std-Atk-Damage--Notes =

| Override-Pri-Atk--Full-Atk-Damage--Notes =

| Pri-Atk-Is-Touch =

| PriAtkIsAuto-Hit =

| NudgePriToHit = +1

| NudgePriDamage = 2

| NudgeFullAtk-PriDamage = 2

| Nudge-Pri-Atk-Crit-Range = 17-20



| SecAtkName =

| Sec-Atk-Dmg-Type =

| SecAtkNotes =

| SecAtkNotes-FullAtkOnly =

| Override-Sec-Atk--Std-Atk-Qty =

| Override-Sec-Atk--Full-Atk-Qty =

| Override-Sec-Atk--Std-Atk-Damage--Notes =

| Override-Sec-Atk--Full-Atk-Damage--Notes =

| Sec-Atk-Is-Touch =

| SecAtkIsAuto-Hit =

| NudgeSecToHit =

| NudgeSecDamage =

| NudgeFullAtk-SecDamage =

| Nudge-Sec-Atk-Crit-Range =



| TerAtkName =

| Ter-Atk-Dmg-Type =

| TerAtkNotes =

| TerAtkNotes-FullAtkOnly =

| Override-Ter-Atk--Std-Atk-Qty =

| Override-Ter-Atk--Full-Atk-Qty =

| Override-Ter-Atk--Std-Atk-Damage--Notes =

| Override-Ter-Atk--Full-Atk-Damage--Notes =

| Ter-Atk-Is-Touch =

| TerAtkIsAuto-Hit =

| NudgeTerToHit =

| NudgeTerDamage =

| NudgeFullAtk-TerDamage =

| Nudge-Ter-Atk-Crit-Range =



| QuaAtkName =

| Qua-Atk-Dmg-Type =

| QuaAtkNotes =

| QuaAtkNotes-FullAtkOnly =

| Override-Qua-Atk--Std-Atk-Qty =

| Override-Qua-Atk--Full-Atk-Qty =

| Override-Qua-Atk--Std-Atk-Damage--Notes =

| Override-Qua-Atk--Full-Atk-Damage--Notes =

| Qua-Atk-Is-Touch =

| QuaAtkIsAuto-Hit =

| NudgeQuaToHit =

| NudgeQuaDamage =

| NudgeFullAtk-QuaDamage =

| Nudge-Qua-Atk-Crit-Range =



| RangedAtkName = Gravesoil Emanation

| HasRangedFullAttack = Y

| RangedAtkIncrementDistance = 100

| RangedAtkNumberOfIncrements = 3

| Ranged-Atk-Dmg-Type = freezacid

| RangedAtkNotes =

| RangedAtkNotes-FullAtkOnly =

| Override-Ranged-Atk--Std-Atk-Qty =

| Override-Ranged-Atk--Full-Atk-Qty =

| Override-Ranged-Atk--Std-Atk-Damage--Notes =

| Override-Ranged-Atk--Full-Atk-Damage--Notes =

| Ranged-Atk-Is-Touch = Y

| RangedAtkIsAuto-Hit =

| NudgeRangedToHit = +2

| NudgeRangedDamage =

| NudgeFullAtk-RangedDamage =

| Nudge-Ranged-Atk-Crit-Range =



| Nudge-Maneuver-Offense = +2

| Maneuver-Offense-Notes = +3 on Feints

| Nudge-Maneuver-Defense = +1

| Maneuver-Defense-Notes =



| SiegeDmgCapable =

| SiegeAtkName =

| SiegeAtkNotes =

| Override-Siege-Atk-Qty =

| SiegeAtkIncrement =

| SiegeAtkNumberOfIncrements =

| Nudge-Siege-Maneuver-Offense =

| NudgeSiegeDamage =


| Str = 38 | Dex = 32 | Con = 0 | Int = 16 | Wis = 18 | Cha = 20


| Feat1 = | Feat2 = | Feat3 = | Feat4 =


| Skill1 = Bluff | Skill2 = Diplomacy | Skill3 = Knowledge (Nobility) | Skill4 = Knowledge (Local) | Skill5 =

| NudgeSkill1 = +3 | NudgeSkill2 = +1 | NudgeSkill3 = | NudgeSkill4 = | NudgeSkill5 =

| Skill1Notes = | Skill2Notes = | Skill3Notes = | Skill4Notes = | Skill5Notes =


| Languages = All languages known in life, Necril, Onundur, Stilth, and Thanic





| Ability-1-Name = Quick Feint

| Ability-1-Type = Ex

| Ability-1-Action-Required = Free Action

| Ability-1-Concentration =

| Ability-1-Description = As a free action, up to twice per round, either on their turn or outside of it, the Hellknight can use Bluff to feint in combat, causing its opponent to be flat-footed against the skeleton's next attack. The DC of this check is the target's Maneuver Defense, or 10 + the target's Sense Motive bonus, whichever is higher.


| Ability-2-Name = Step In and Strike

| Ability-2-Type = Su

| Ability-2-Action-Required = Free Action prior to any attack

| Ability-2-Concentration =

| Ability-2-Description = Prior to making any attack, whether melee or ranged, a Hellknight can move, taking a free 5-foot step. Unlike a normal five-foot step, this ability carries the Hellknight any distance it wishes up to the maximum of it's reach, or, up to fifteen feet. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions.


| Ability-3-Name = Damage Resistance

| Ability-3-Type = Ex

| Ability-3-Action-Required = Always On

| Ability-3-Concentration =

| Ability-3-Description = Skeletons are highly resistant to all common physical damage except bludgeoning (physical, common). In addition, Hellknights are resistant to all common forms of energy damage.


| Ability-4-Name = Dark Favor

| Ability-4-Type = Su

| Ability-4-Action-Required = Swift Action during odd-numbered rounds

| Ability-4-Concentration =

| Ability-4-Description = Once during any odd-numbered round (1st, 3dr, 5th, etc), as a swift action, a Hellknight may raise a hand in a terrible arcane gesture, bringing forth a dark, incorporeal benison of distilled misery. This benison spreads shadows and misery from the central square, rolling around obstacles to affect all non-blocked squares in the area of effect, affecting all creatures in a 7x7x7 square area centered anywhere within 60 feet of the Hellknight's space (spread area of effect). This benison has two terrible effects.

All living enemies caught in the Dark Favor take 1d4 points of negative (energy, uncommon) damage, and suffer the Withered condition. Affected enemies are allowed to make a Will save against a DC of 14. If they are successful, the Withered condition is reduced to Weakened and the damage inflicted is halved.

All Undead allies caught in the Dark Favor, if they are below their Bloodied value of hit points, add their Bloodied value to their hit points as healing. This cursed blessing may only affect any given allied undead only once per combat.



| Ability-5-Name = Touch of the Grave

| Ability-5-Type = Su

| Ability-5-Action-Required = Auto Upon Successful Melee Attack

| Ability-5-Concentration =

| Ability-5-Description = Up to once per enemy creature per round, the Hellknight can force any creature successfully struck by their melee attacks to make a Fort saving throw against a DC of 14. If they make this saving throw, there is no further effect.

If they fail this saving throw, they suffer the [[Immolated condition, inflicting Necrotic (energy, uncommon). This condition may not be removed before the end of the encounter by any means.

Synergy: If an enemy creature suffering the Immolated condition inflicted by Touch of the Grave is struck a second time and forced to save against Touch of the Grave, and fails this second save, that triggers a Synergy. That foe suffers Necrotic (energy, uncommon) damage equal to their Bloodied value, and the Immolated condition is removed. If this damage reduces them below zero hitpoints, they are instantly killed. Note that the Hellknight may re-inflict Touch of the Grave again, if they hit again after the synergy is triggered and the foe still survives.


| Ability-6-Name =

| Ability-6-Type =

| Ability-6-Action-Required =

| Ability-6-Concentration =

| Ability-6-Description =


| Ability-7-Name =

| Ability-7-Type =

| Ability-7-Action-Required =

| Ability-7-Concentration =

| Ability-7-Description =


| Ability-8-Name =

| Ability-8-Type =

| Ability-8-Action-Required =

| Ability-8-Concentration =

| Ability-8-Description =


| Ability-9-Name =

| Ability-9-Type =

| Ability-9-Action-Required =

| Ability-9-Concentration =

| Ability-9-Description =


| Role-Only--Replace-Rez-Power--Name = The Open Gates

| Role-Only--Replace-Rez-Power--Type = Su

| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death

| Role-Only--Replace-Rez-Power--Concentration =

| Role-Only--Replace-Rez-Power--Description = A Hellknight with this power is not made dead the first time its hit points reach zero. Instead, a fiery door opens near it, and it's crumbling form is whisked away. The gateway then vanishes, but an ominous tension fills the area. Combat continues, but the Hellknight retains its place on the initiative count.

The next time it's initiative is reached (either in the same round it vanished, or the next round), at the top of the nitiative, the gateway reappears anywhere within 100 feet of the place the Hellknight vanished from. The Hellknight steps forth into any unoccupied, unblocked square it wishes. All creatures within 30 feet of the Hellknight's reappearance suffers 1d6 points of Darkfire (energy, rare) damage as the flames of Hell roil trough the door in a destructive firestorm.

The Hellknight is no on fire from its journey through Hell back to life, and has been restored to it's Bloodied value in hit points (16). It may act normally and typically attacks foes without hesitation.

After a journey through the Open Gates, a Hellknight remain aflame until the end of the encounter, shedding bright light within 30 feet of its space, and inflicting the Template:Immolated condition inflicting Fire (energy, common) damage to all foes who successfully strike while it alight, regardless of range or the means they used to inflict damage upon the Hellknight.


| Role-Only--Add-Killer-Power--Name =

| Role-Only--Add-Killer-Power--Type =

| Role-Only--Add-Killer-Power--Action-Required =

| Role-Only--Add-Killer-Power--Concentration =

| Role-Only--Add-Killer-Power--Description =


| Role-Only--Replace-Leader-Power--Name =

| Role-Only--Replace-Leader-Power--Type =

| Role-Only--Replace-Leader-Power--Action-Required =

| Role-Only--Replace-Leader-Power--Concentration =

| Role-Only--Replace-Leader-Power--Description =


| Role-Only--Replace-Legend-Power--Name =

| Role-Only--Replace-Legend-Power--Type =

| Role-Only--Replace-Legend-Power--Action-Required =

| Role-Only--Replace-Legend-Power--Concentration =

| Role-Only--Replace-Legend-Power--Description =


| Role-Only--Replace-Minion-Power--Name =

| Role-Only--Replace-Minion-Power--Type =

| Role-Only--Replace-Minion-Power--Action-Required =

| Role-Only--Replace-Minion-Power--Concentration =

| Role-Only--Replace-Minion-Power--Description =


| Role-Only--Replace-Shooter-Power--Name =

| Role-Only--Replace-Shooter-Power--Type =

| Role-Only--Replace-Shooter-Power--Action-Required =

| Role-Only--Replace-Shooter-Power--Concentration =

| Role-Only--Replace-Shooter-Power--Description =


| Role-Only--Add-Skirmisher-Power--Name =

| Role-Only--Add-Skirmisher-Power--Type =

| Role-Only--Add-Skirmisher-Power--Action-Required =

| Role-Only--Add-Skirmisher-Power--Concentration =

| Role-Only--Add-Skirmisher-Power--Description =


| Role-Only--Replace-Sneak-Power--Name =

| Role-Only--Replace-Sneak-Power--Type =

| Role-Only--Replace-Sneak-Power--Action-Required =

| Role-Only--Replace-Sneak-Power--Concentration =

| Role-Only--Replace-Sneak-Power--Description =


| Role-Only--Replace-Swarm-Power--Name =

| Role-Only--Replace-Swarm-Power--Type =

| Role-Only--Replace-Swarm-Power--Action-Required =

| Role-Only--Replace-Swarm-Power--Concentration =

| Role-Only--Replace-Swarm-Power--Description =


| CombatTactics = Hellknights are dangerous and skilled warriors and bringers of doom, sheathed in dark magics. Their shadowy swords have a reach of fifteen feet, and with every swing they can step up to fifteen feet across the battlefield. They will refuse to be pinned down by strong melee fighters, plunging into the midst of their foes seeking weaker prey.

They will switch up between melee attacks and ranged attacks, and their long-range touch attacks of shadowy horror can inflict much harm.

They will often hold their Dark Favor until one of their undead allies are Bloodied, then use it to injure their foes and restore their allies, often in the midst of a battle. This power works on their fellow Hellknights as well, so if several are present, they will battle on far longer than might be expected.

Their deathly swords can inject the shadows of death into their foes, and if they manage to drown a foe in this darkness, the damage grows terrible, and the dark of the grave yawns close.

Hellknights may fight to destruction, or they may order lesser skeletons and other pawns into the breach and withdraw. If they are in possession of a strong Role, their Open Gates can be used to strike their enemies and then burn them up in battle, or they may use to to gate away and flee.



| OutOfCombat = Hell Knights are serious bastions of the army of death, and as such they may be elite troops, favored combatants, wily commanders, or the general of an army of the dead. Hell Knights work with lesser skeletons, Liches of all powers, Vampires, and of course, Demons and Devils, Lords, and even the exotic outsers such as Maddened, Crool, or even Waspines. A Hall Knight is powerful and flexible, and they will always present a memorable battle.



| Nudge-Treasure =

| TreasureNotes =

| Nudge-XP =

| XPNotes =


}}