Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Command Skeletons
(divine, necromancy) The skeletal Hellknight can direct the actions of the nearby skeleton guards, commanding them to perform tactics such as flanking foes and focusing their attacks on specific targets. As long as the skeletal Hellknight is active and commanding the skeletons, they gain the Attack of Opportunity reaction.
Ability
Invoke Reckoning
Circumstance: Trigger: The skeletal Hellknight hits a foe with a Strike
The skeletal Hellknight causes the creature struck to endure the pain of an Order of the Nail's reckoning—a rite of mortification Hellknights of that order use to focus their minds. The creature struck feels as if nails are being driven into their body, and must succeed at a DC 17 Will save or be stunned 1 from the pain. On a critical failure, the pain manifests as actual puncture wounds, dealing an additional 2d6 points of piercing damage to the victim.
Offense
Melee
Circumstance: combat round (melee)
halberd +11 [+6/+1] (reach 10 feet, versatile S), Damage 1d10+4 piercing plus Invoke Reckoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
+1 halberd
half plate
Language
Common
Infernal
Perception
darkvision