Skeletal Hellknight BonesingerCreature 8
Source Pathfinder Adventure Path: Hellbreakers
Perception +15 (darkvision)
Languages Common, Diabolic
Skills Athletics +18, Intimidation +16
Str +6, Dex +1, Con +4, Int +1, Wis +3, Cha +2
AC 26; Fort +18; Reflex +13; Will +16;
HP 130 (void healing)
Speed 25 feet (climb 15 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Holy 10, Vitality 10
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10
Warhammer
+20 (+15, +10) to hit (magical, shove) 2d8+9 BludgeoningClaw
+19 (+15, +11) to hit (agile, magical) 2d6+9 SlashingReactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Call to Arms
(concentrate, manipulate, occult)The skeletal Hellknight bonesinger strikes its rib cage three times, creating a loud, ominous clatter. All mindless skeletons in a 30-foot emanation must use their reaction to Stride closer to the bonesinger.
For the Cause
(concentrate, manipulate, occult, void)Frequency once per day
Requirements The skeletal Hellknight bonesinger has fewer than half their Hit Points remaining
Effect The bonesinger reaches out through the necromantic magic that animates the dead around them and pulls it into themself. The bonesinger chooses up to three mindless skeletons with the minion trait that they control within a 10-foot emanation and destroys them. The bonesinger regains 2d6 healing,void Hit Points for each skeleton destroyed.
Invoke Reckoning
(manipulate, occult, void)Frequency once per round
Requirements The skeletal Hellknight bonesinger's last action was to damage an enemy with a melee Strike
Effect The bonesinger pulls at the bones of the creature they just damaged, releasing a pulse of void energy. That creature takes 4d8 void damage and must attempt a DC 23 fortitude save.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes full damage and is Drained 1.
Divine Innate Spells (DC 26, +18 to hit)
1st Level: Summon Undead (Skeleton Only)
3rd Level: Bind Undead (Skeleton Only), Rouse Skeletons
Some undead Hellknights can command the bones of both their own bodies and others, and they primarily use this ability to temporarily strengthen themselves and summon waves of reinforcements. While just as undead as their compatriots, these so-called bonesingers have enough intelligence to join their living counterparts, though they're generally shunned and disavowed.
The bodies of Hellknights occasionally rise to continue their fight. This is just one example of an undead soldier of Hell.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
SkeletonThis undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.