Perception +11; darkvision
Languages Common, Dwarf
Skills Athletics +12, Hell Lore +8, Intimidation +10, Religion +10, Society +7
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +0
Items
(20 arrows), ,AC 22; Fort +12, Ref +10, Will +10; +1 status to all saves vs. fear
HP 75; Resistances mental 5
Attack of Opportunity
Speed 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, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing
Weapon Mastery (Flail) When the Hellknight armiger scores a critical hit with their war flail, their target is knocked prone.
Hellknight Armiger
This menacing dwarf wears a suit of armor emblazoned with the symbol of her Hellknight order, and she wields a mighty flail.
Armigers are the foot soldiers of the Hellknights and form the largest group of members for most orders. Whatever their specific reasons for joining the organization, armigers share the Hellknights’ dedication to spreading the rule of law across Golarion. This commitment sees them serving in a variety of missions, whether it be rooting out bandits and crooks, imprisoning smugglers and black marketeers, or investigating rumors of sedition. While frontier villagers sometimes welcome the assurance of safety that the Hellknights bring, free thinkers and historians chafe at the restrictions on movement and expression that armigers enforce.
Although armigers are not yet full knights, those who underestimate them have made a grievous error. Once ordered to take a position or eliminate a foe, an armiger is unerring in fulfilling their order. During battle, they wade eagerly into the fray, targeting servants of chaotic gods and those they observe using underhanded tactics.