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 Commander

Source Pact Worlds pg. 173

Hellknight Commander CR 10

XP 9,600
Human solarian (star knight)
LN Medium humanoid (human)
Init +5; Perception +19

Defense

HP 165; RP 5
EAC 23; KAC 25
Fort +12; Ref +10; Will +11
DR 5/—; Resistances cold or fire 10

Offense

Speed 30 ft., fly 30 ft (jetpack, average)
Melee solar weapon +22 (2d10+18 S; critical severe wound [DC 19])
Ranged apprehending hailstorm-class zero pistol +19 (2d6+10 C; critical staggered [DC 19])
Offensive Abilities anchoring attack, flashing strikes, stellar revelations (black hole [30-ft. radius, pull 20 ft., DC 19], blazing orbit [3d6 F], supernova [15-ft. radius, 11d6 F, DC 19]), zenith revelations (wormholes [2, 5 rounds])

Statistics

STR +8; DEX +5; CON +3; INT +1; WIS +3; CHA +3
Feats Lunge
Skills Athletics +24, Culture +19, Mysticism +19, Sense Motive +19
Languages Common
Other Abilities solar manifestation (weapon), stellar alignment
Gear d-suit III (deflective reinforcement, haste circuit, jetpack), apprehending hailstorm-class zero pistol with 2 high-capacity batteries (40 charges each), minor gluon crystal

Description

Hellknight commanders lead missions and determine how subordinate Hellknights should handle unexpected circumstances. They negotiate with authorities to determine their purview in a system with an organized government. Without a government to restrain them, Hellknight commanders take it upon themselves to institute their own merciless vision of order, regardless of the wishes of any folk who happen to already be there.
Hellknight commanders are accustomed to unquestioning obedience. As a result, they have little patience for rabble-rousers and are quick to condemn anyone who questions their methods without a sound legal argument. Many Hellknight commanders take pride in their ability to turn any combat into an opportunity for an object lesson to their troops.
Adaptation: A Hellknight commander can function as an exceptionally disciplined and militaristic mid-level Steward leader. Alternatively, a Hellknight commander can be the fierce captain of a warship.