Hellknight Armiger
CREATURE 4 +11; darkvision
Common, Dwarven
Athletics +12, Hell Lore +8, Intimidation +10, Religion +10, Society +7
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +0
AC 22; Fort +12, Ref +10, Will +10; +1 status to all saves vs. fear
HP 75; Resistances mental 5
+1 Status to All Saves vs. Fear
Reactive Strike
A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
20 feet; ignores 5 feet of speed reduction from being encumbered
Melee War Flail +13 (disarm, sweep, trip), Damage 1d10+6 bludgeoning
Ranged Composite Longbow +10 (deadly d10, propulsive, reload 0, volley 30, range increment 100 feet), Damage 1d8+6 piercing
Toppling Strike
When the Hellknight armiger scores a critical hit, their target is knocked Prone.
Pathfinder Society Scenario #7-12: The Chitterwood Walks, Part 2: The Battle of LogasORC