SFS Standard Hellknight Armiger Creature 2

Hellknight armigers are the lowest-ranked Hellknights, though attaining this rank requires them to spend six years as an initiate and then pass the Hellknight Test, during which they must summon, combat, and defeat a fiend of Hell.

Elite Weak Hellknight Armiger Creature 2

Image of a hellknight armiger
Recall Knowledge DC 15 16 18
Humanoid (Society)
Perception +7
Languages Common, Diabolic, Kasatha
Skills Acrobatics +7, Athletics +6, Intimidation +5, Religion +5, Society +4
Str +2 Dex +3 Con +3 Int +0 Wis +1 Cha +1

AC 17
Fort +10
Ref +7
Will +5
HP 32
Four-Armed
Forged in Hellfire [reaction] Trigger The armiger takes fire damage; Effect The armiger absorbs a fraction of the fire to empower their attacks. Until the end of their next turn, their Strikes deal an additional 1d6 fire damage.

Speed 25 feet
Melee [one-action] dueling sword +9 (analogversatile p), Damage 1d8+2 slashing
Ranged [one-action] laser rifle +10 (expend 2mag 10range increment 100 feetreload 1tech), Damage 1d8 fire
Area Fire [one-action] frag grenade (10-foot burstconsumablerange 70 feettracking +1), Damage 1d8 piercing (DC 18 basic Reflex save; 1d4 persistent bleed on critical failure)
Area Fire [one-action] incendiary grenade (10-foot burstconsumablerange 70 feettracking +1), Damage 1d8 fire (DC 18 basic Reflex save; pushed 5 feet on critical failure)
Rapid Bombardment [two-actions] (manipulate) The armiger draws two grenades, then Area Fires both grenades. Creatures in the area of both grenades take a –1 circumstance penalty to their saving throws against both grenades.

All Creatures in "Hellknight"

Hellknight

Hellknights are infernal knights, and while they once ruled entire nations on Lost Golarion, the Hellknights of the Pact Worlds enforce law and order more holistically, traveling in massive citadel starships to spread their influence rather than remaining in any one place. In battle, Hellknights are orderly, unrelenting, and deadly.