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Hellknight Retrieval Unit

These bands of Hellknight armigers sworn to the Order of the Chain are tasked with tracking down and apprehending those deemed criminals by House Thrune. They are trained to take their targets alive whenever possible but will employ lethal tactics when necessary.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Hellknight Retrieval UnitCreature 6

Uncommon Gargantuan Human Humanoid Troop 
Source Hellfire Dispatches pg. 58
Perception +9
Languages Common, Diabolic
Skills Acrobatics +4, Athletics +9, Hell Lore +6, Intimidation +8, Religion +3, Society +3, Survival +3 (+7 to Track)
Str +5, Dex +0, Con +4, Int +1, Wis +1, Cha +2
AC 18; Fort +10, Ref +5, Will +8
HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments); Resistances mental 5; Weaknesses area damage 5, splash damage 5
Troop Defenses
Speed 25 feet; troop movement
Bola Barrage [two-actions] The unit draws bolas and hurls them in a 15-foot cone, inflicting 3d6 nonlethal bludgeoning damage to creatures in the area (DC 15 basic Reflex save). Any creature who critically fails its save is also knocked prone and takes an additional 1d4 nonlethal bludgeoning damage.Coordinated Subdual [two-actions] Requirements The retrieval unit's last action was a Whirling Onslaught that dealt damage to at least one creature of Medium size or smaller; Effect The unit attempts a single Athletics check to Grapple, comparing the result to the Fortitude DC of each creature that they currently have grabbed or restrained or was damaged by the required Whirling Onslaught. It can target up to a maximum number of creatures equal to double the troop's current number of segments.Identify Targets [one-action] The unit Seeks in a 30-foot burst within line of sight and Points Out up to three creatures in that area.Pacify [one-action] The unit's Whirling Onslaught gains the nonlethal trait until the end of their next turn.Whirling Onslaught [one-action] to [three-actions] Frequency once per round; Effect The unit brutally pummels all enemies in a 5-foot emanation with their flails (DC 15 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8 bludgeoning damage
[two-actions] 2d8+5 bludgeoning damage
[three-actions] 2d8+10 bludgeoning damage
You're Coming with Us [free-action] Trigger The unit Strides; Requirements The unit has one or more creatures grabbed or restrained; Effect Before moving any of its segments, the unit attempts a single Athletics check against the Fortitude DC of all creatures it has grabbed or restrained. On a success, the creature is moved alongside the unit, moving the same distance and direction until the end of the unit's current turn. The unit can't move a total number of creatures greater than double its current number of segments.

All Monsters in "Arch of Aroden Troops"

NameLevel
Hellknight Retrieval Unit6
Pure Legion Regiment10
Shackles Pirate Crew5

Arch of Aroden Troops

Source Hellfire Dispatches pg. 58
As a major passage of trade in and out of the Inner Sea, the strait is hotly contested during this period of strife.

No Icon Militaries At The Arch Of Aroden

Most active troops at the Arch of Aroden front are stationed in the cities of Khari and Corentyn, on either side of the Hespereth strait. The Rahadoumi forces fighting to liberate Khari from Chelaxian control include a number of Pure Legion regiments, strategically deployed to weaken the enemy by stripping them of the divine aid provided by their infernal patrons. The Order of the Chain detachments dispatched from nearby Citadel Gheradesca to aid in the defense of Corentyn regularly employ the order's elite retrieval units to neutralize and capture key enemy officers and other high-value targets. Meanwhile, gangs of pirates from the Shackles regularly inject chaos into the ongoing conflict by striking at Chelaxian supply depots along the coast, then withdrawing into the sea before military support can arrive to drive them off.

Sidebar - Related Creatures Troops At The Arch

In addition to the troops listed here, some others that might show up as enemies or allies in skirmishes include: