Undead Hellknight Maralictor
CREATURE 7 +14; darkvision
Common
Athletics +13, Intimidation +16
Str +5, Dex +1, Con +5, Int +1, Wis +3, Cha +1
AC 25; Fort +16, Ref +12, Will +12
HP 110, 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 Warhammer +16 (magical, shove), Damage 1d4 void plus 2d8+7 bludgeoning
Melee War Flail +16 (disarm, magical, sweep, trip), Damage 1d4 void plus 2d8+7 bludgeoning
Hammer and Flail
The undead Hellknight maralictor makes a war flail and a warhammer Strike against the same target. If both Strikes hit, the damage counts as one source for overcoming resistances, Additionally, the target takes an additional 2d6 void damage and the maralictor gains temporary Hit Points equal to this void damage for 1 hour.
Void Energy Burst
The undead Hellknight maralictor has temporary Hit Points
Undead energy erupts from the maralictor. All living creatures within a 20-foot emanation take void damage equal to twice the maralictor's temporary Hit Points; the maralictor then loses all temporary Hit Points.
Pathfinder Society Scenario #7-12: The Chitterwood Walks, Part 2: The Battle of LogasORC