Hell knight CR 10
Speed 30 ft.
Melee +1 cruel morningstar +16/+11/+6 (1d8+6/19–20)
Ranged mwk dagger +14 (1d4+2/19–20)
Special Attacks smite chaos 2/day (+2 attack and AC, +6 damage), weapon training (flail +1)
Spell-Like Abilities (CL 12th)
Domain Spell-Like Abilities (CL 6th; concentration +7)
4/day—touch of law
Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 15
Base Atk +11; CMB +13; CMD 25
Feats Critical Focus, Improved Critical (morningstar), Intimidating Prowess, Shield Focus, Sickening Critical, Skill Focus (Intimidate), Step Up, Toughness, Weapon Focus (morningstar), Weapon Specialization (morningstar)
Skills Intimidate +16, Knowledge (local) +7, Knowledge (planes) +4, Perception +7, Sense Motive +7
SQ armor training 1, disciplines (fearsomeness 2/day, pentamic faith), Hell Knight armor 2, Order of the Godclaw
Combat Gear potions of bull’s strength (2), potion of cure serious wounds, potion of haste; Other Gear +1 hell knight plate, +1 tower shield, +1 cruel morningstar, masterwork dagger, cloak of resistance +1, 460 gp
The Hell knight has access to two disciplines.
- Fearsomeness: Twice per day, the Hell knight can use the Intimidate skill to cause a creature within 10 feet to become frightened instead of shaken.
- Pentamic Faith: The Hell knight gains all granted powers of the Law domain (but not domain spells), treating his Hell knight level as his cleric level.
The Hell knight wears a special type of masterwork full plate called Hell knight plate armor. While wearing this armor, he reduces the armor check penalty by 2, increases the maximum Dexterity bonus allowed by 2, and moves at full speed.
This functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.