Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

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 Signifier

Source Pact Worlds pg. 172

Hellknight Signifier CR 7

XP 3,200
Human mystic (star knight)
LN Medium humanoid (human)
Init +1; Perception +14

Defense

HP 90; RP 4
EAC 18; KAC 19
Fort +6; Ref +6; Will +10

Offense

Speed 30 ft.
Melee carbon staff +13 (1d8+9 B plus block; critical knockdown)
Ranged apprehending corona laser pistol +11 (2d4+7 F; critical burn 1d4)
Offensive Abilities anchoring attack, forced amity (DC 17), inexplicable commands
Spell-Like Abilities (CL 7th)
At will—mindlink
Mystic Spells Known (CL 7th)
3rd (3/day)—dispel magic (DC 20), suggestion (DC 20)
2nd (6/day)—force blast (DC 19), hold person (DC 19), mystic cure, see invisibility
1st (at will)—command (DC 18), wisp ally
Connection overlord

Statistics

STR +2; DEX +1; CON +4; INT +1; WIS +5; CHA +0
Skills Culture +14, Diplomacy +19, Intimidate +14, Mysticism +19
Languages Common, Kasatha
Gear d-suit II, apprehending corona laser pistol with 2 batteries (20 charges each), carbon staff

Description

Famous for the impersonal masks they wear, Hellknight signifers use a combination of magic and weaponry to enforce the law. Their masks help them maintain emotional distance from whatever matter is at hand and discourage appeals to any outside affiliation, creed, or race. These masks also typically provide the Hellknight signifers with data about ambient magic and unsecured communications and help them focus on their orders.
More practically, Hellknight signifers are specialists trained to handle spells and technology. Most of the time, this means providing support to other Hellknights or identifying and neutralizing enemy spellcasters or stranger threats. They remain watchful in combat, often demanding to know the nature of any trickery they don't immediately recognize.
Adaptation: A Hellknight signifer can serve as an exceptionally disciplined mid-level Steward spellcaster. By changing the spells to focus more strongly on mind-affecting spells such as charm person, this character can be a mystic of the Sholar Adat on the Idari.