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Hell Knight Enforcer (Human Sorcerer 6/Hell Knight Enforcer 2)

Hell knight Enforcer CR 7

XP 3,200
Human Sorcerer 6/Hell Knight Enforcer 2
LE Medium humanoid (human)
Init +0; Senses Perception +2


AC 17, touch 10, flat-footed 17 (+7 armor)
hp 46 (8 HD; 6d6+2d8+14)
Fort +4, Ref +4, Will +9; +2 vs. visual effects, +2 vs. poison
Defensive Abilities +2 vs. poison; Resist fire 5


Speed 20 ft.
Melee +1 quarterstaff +6 (1d6+2)
Ranged dagger +4 (1d4+1/19–20)
Bloodline Spell-Like Abilities (CL 8th; concentration +11)

6/day—corrupting touch (3 rounds)

Sorcerer Spells Known (CL 8th; concentration +11)

Bloodline infernal


Str 13, Dex 10, Con 10, Int 12, Wis 14, Cha 17
Base Atk +4; CMB +5; CMD 15
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Light Armor Proficiency, Toughness
Skills Diplomacy +10, Intimidate +8, Knowledge (arcana) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (planes) +10, Sense Motive +8, Spellcraft +10
Languages Common, Infernal
SQ bloodline arcana (+2 DC for charm spells), Order of the Gate, enforcer mask
Combat Gear potion of cure moderate wounds, scroll of false life, scroll of fireball, potion of fly, scroll of greater infernal healing, scroll of summon monster III, wand of shield (30 charges); Other Gear +1 breastplate, +1 quarterstaff, dagger, cloak of resistance +1, signifer mask, 48 gp


Enforcer Mask (Su)

A Hell Knight enforcer's mask is often devoid of eyeholes or other personally identifying features, though it doesn't obscure the wearer's vision. While wearing it, she gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.