These powerful, armored demons serve as the captains of Hell's legions. While not as intelligent as some of the greater demons, they are more than capable of holding off an entire band of experienced delvers on their own. With sufficient DR to stave off even the most powerful weapons and complete mastery of their blade, a party of Delvers should think twice before taking one on.
Hell Knights take to the front-lines, using their considerable defenses to hold off the Delvers while his other demons do the necessary work to take the players down. He's also very capable of killing off players.
|ST: 19||HP: 30||Speed: 7.50|
|DX: 15||Will: 12||Move: 7|
|IQ: 10||Per: 10|
|HT: 15||FP: 16||SM: 0|
|Dodge: 11||Parry: 14||DR: 25|
Claws (19): 2d+1 cutting. Reach C.
Hell-rune Dark-sword (21): 2d+5 impaling or 4d+3 cutting (Fine, Unbreakable, Cursed). Reach 1, 2.
Sharp Teeth (19): 2d+1 cutting. Reach C.
Traits: Appearance (Monstrous); Bloodlust (12); Callous; Cannot Harm Innocents (Only prevents direct harm to truly good or holy folk); Combat Reflexes; Flight (Winged; Air Move 20); Fragile (Unnatural); Immune to Metabolic Hazards; Immunity to Mind-Affecting Magic; Lifebane; Night Vision 5; Sadism (12); Sense of Duty (Demons); Striking ST +2 (ST 21); Vulnerability (Holy Weapons ×2).
Skills: Acting-9; Brawling-19, Fast-Talk-12; Hidden Lore (Demon Lore)-9; Intimidation-14; Stealth-15; Two-Handed Sword-21.
Combat Effectiveness Rating: 116 (OR 57 and PR 59).
Notes: 400 point Demon. Costs 40 energy to summon. Willing to Negotiate if not on a mission. The Hell-Rune Dark-sword is lootable (the dark armor is not): treat it as a fine, unbreakable Greatsword with a curse on it, determined by the GM. The curse often seems beneficial when it really isn't. Truly Evil.