SFS Standard Hellknight Signifer Creature 5

A Hellknight who displays prowess, scholarly discipline, and magical acumen might attain the rank of signifer.

Elite Weak Hellknight Signifer Creature 5

Recall Knowledge DC 19 20 22
Humanoid (Society)
Perception +15 (low-light vision)
Languages Common, Diabolic, Ysoki
Skills Acrobatics +12, Diplomacy +12, Hell Lore +11, Hellknight Lore +11, Intimidation +12, Religion +13, Society +11
Str +0 Dex +3 Con +0 Int +2 Wis +4 Cha +3

AC 19
Fort +9
Ref +10
Will +15
HP 55
Burn the Unworthy (aura, fire) 10 feet. Magical wards cause a signifer's surrounding foes to catch flame. An enemy creature that starts its turn in the area must succeed at a DC 19 Fortitude save or take 1d4 persistent fire damage. A signifer can activate and deactivate this aura as a single action that has the concentrate trait. Regardless of the result of the save, the creature is immune to the aura for 1 minute.

Speed 25 feet
Melee [one-action] jaws +12 (agilefinesse), Damage 1d4+2 piercing
Ranged [one-action] laser pistol +12 (expend 2mag 20range increment 40 feetreload 1techtracking +1), Damage 2d6+2 fire
Divine Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Rituals DC 22 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
diabolic pact (doesn't require secondary casters)
Proclamation of Guilt [one-action] (auditoryconcentrateemotionfearmental) Frequency once per round; Effect The signifer accuses a target within 60 feet of misdeeds, then attempts an Intimidation check to Demoralize them. As long as the target is frightened due to Proclamation of Guilt, it's also suppressed.
Reach Spell [one-action] (concentratespellshape) If the next action the signifer uses is to Cast a Spell that has a range, increase that spell's range by 30 feet.

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.