🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Undead Hellknight MaralictorCreature 7


RareMediumUndeadUnholy
Source Pathfinder Society Scenario #7-12: The Chitterwood Walks, Part 2: The Battle of Logas
Perception +14 (darkvision)
Languages Common
Skills Athletics +13, Intimidation +16
Str +5, Dex +1, Con +5, Int +1, Wis +3, Cha +1

AC 25; Fort +16; Reflex +12; Will +12;
HP 110 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Holy 5

Warhammer One Action +16 (+11, +6) to hit (magical, shove) 2d8+7 Bludgeoning
War Flail One Action +16 (+11, +6) to hit (disarm, magical, sweep, trip) 2d8+7 Bludgeoning

Reactive Strike Reaction

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 Healing

A 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.

Hammer and Flail Two Actions

The undead Hellknight maralictor makes a war flail and a warhammer Strike against the same target. If both Strikes hit, the damage counts as one source for overcoming resistances, Additionally, the target takes an additional 2d6 void damage and the maralictor gains temporary Hit Points equal to this void damage for 1 hour.

Void Energy Burst Three Actions

Requirements The undead Hellknight maralictor has temporary Hit Points


Effect Undead energy erupts from the maralictor. All living creatures within a 20-foot emanation take void damage equal to twice the maralictor's temporary Hit Points; the maralictor then loses all temporary Hit Points.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Undead

Once 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.

Unholy

Effects 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.