Archives of Nethys

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Template Grafts | Universal Monster Rules


Hellknights

Source Pact Worlds pg. 172
Hellknights preserve law and order at any cost. They coordinate their efforts from massive citadel-ships, but most of their forces are deployed in smaller groups to handle minor disruptions. Different orders have different focuses and different methods, but they all share many commonalities. Hellknights might seek to brutally punish criminals and pirates, crush uprisings against stabilizing authorities (no matter how unreasonable or unpopular those authorities might be), or forcibly “civilize” frontiers they perceive as unruly.

Example Hellknights

Three example Hellknights are presented below, along with advice on how to use them as other similar sorts of NPCs. Adaptation: The Hellknights presented below are from the Order of the Chain, though they can be adapted to represent any order by altering the abilities they gain from the star knight archetype. A Hellknight team could also serve as a Veskarium security team protecting diplomats or vital shipments of a secure nature simply by making all the members vesk.

Encounters

Hellknights almost always operate in pairs or larger groups— they can more easily maintain their intense discipline in the company of their peers.
Excursion (CR 10): Four Hellknight armigers, one Hellknight signifer.
Inquisition (CR 12): Six Hellknight armigers, two Hellknight signifers.
Peacekeeping Force (CR 13): Six Hellknight armigers, three Hellknight signifers, one Hellknight commander.

Aliens in the "Hellknights" Family

NameCR
Hellknight Armiger5
Hellknight Commander10
Hellknight Signifier7

Hellknights, Hellknight Armiger

Source Pact Worlds pg. 172

Hellknight Armiger CR 5

XP 1,600
Damaya lashunta soldier (star knight)
LN Medium humanoid (lashunta)
Init +5; Perception +11

Defense

HP 70
EAC 17; KAC 19
Fort +7; Ref +5; Will +6
Defensive Abilities armor mastery

Offense

Speed 25 ft.
Melee tactical cryopike +14 (1d8+10 C)
Ranged anchoring thunderstrike sonic rifle +11 (1d10+5 So; critical deafen [DC 15]) or shock grenade II +11 (explode [15 ft., 1d12 E, DC 15]) or stickybomb grenade II +11 (explode [15 ft., entangled 2d4 rounds, DC 15])
Space 5 ft.; Reach 5 ft. (10 ft. with cryopike)
Offensive Abilities challenge, fighting styles (bombard), grenade expert (25 ft.), heavy fire (+5 damage)
Lashunta Spell-Like Abilities (CL 5th)
1/day—detect thoughts (DC 12)
At will—daze (DC 11), psychokinetic hand

Statistics

STR +5; DEX +3; CON +2; INT +1; WIS +0; CHA +1
Skills Athletics +11, Culture +11, Intimidate +16
Languages Castrovelian, Common, planetary language, up to 1 other; limited telepathy 30 ft.
Gear officer ceremonial plate (targeting computer), anchoring thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each), tactical cryopike with 1 high-capacity battery (40 charges), shock grenade II, stickybomb grenade II

Description

Hellknight armigers train under more experienced Hellknights until they succeed at the test that grants them the full rank of Hellknight. They have little to no leeway in interpreting their orders and strive to enforce all edicts given by their superiors.
Adaptation: A Hellknight armiger can function as an exceptionally disciplined Steward or bounty hunter. Alternatively, a Hellknight armiger could also be one of the soldiers of Castrovel's lashunta city-states.