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Hell Knight (Human Fighter 5/Hell Knight 6)

Hell knight CR 10

XP 9,600
Human Fighter 5/Hell Knight 6
LN Medium humanoid (human)
Init +2; Senses Perception +7


AC 28, touch 12, flat-footed 26 (+10 armor, +2 Dex, +6 shield)
hp 92 (11d10+27)
Fort +9, Ref +6, Will +5 (+5 vs. fear, +2 vs. charm)
Defensive Abilities bravery +1, force of will (+2, +4)


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)

At willdetect chaos
5/daydiscern lies

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
Languages Common
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


Detect Chaos (Sp)

This ability functions like a paladin's detect evil ability, save that it detects chaos.

Disciplines (Ex)

The Hell knight has access to two disciplines.

Force of Will (Ex)

The Hell knight gains a +2 bonus on Will saves against spells with the charm descriptor and a +4 bonus against spells with the fear descriptor.

Hellknight armor (Ex)

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.

Smite Chaos (Su)

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.