Undead Hellknight Armiger
CREATURE 3 +10; darkvision
Common
Athletics +11, Intimidation +9
Str +4, Dex +0, Con +3, Int -1, Wis +3, Cha -1
AC 20; Fort +11, Ref +9, Will +9
HP 70, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses holy 5
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.
Void Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
20 feet
Melee War Flail +12 (disarm, sweep, trip), Damage 1d8+5 bludgeoning plus Grab
Drain Vitality
The undead Hellknight's previous action was a successful Grab.
The undead Hellknight deals 1d8 void damage to the target and gains temporary Hit Points equal to the damage dealt for 1 hour.
Grab
The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Pathfinder Society Scenario #7-12: The Chitterwood Walks, Part 2: The Battle of LogasORC