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These dreadful soldiers rip through their foes in battle without mercy.

Amalj’aa Dark Soldier (CR 6)

XP 2,400
Amalj’aa Dark Knight 7
LE Medium Humanoid (Amalj’aa)
Init +1; Senses Darkvision; Perception +0


AC 16 (18), touch 10 (12), flat-footed 16 (+6 armor, +2 dodge in desert terrains)
HP 52 [84] (7d10+14)
MP 5
Fort +8, Reflex +3, Will +6, +2 vs. necromancy magic school
Defensive Abilities Bond to the Land, Dark Blessing; Immune Disease, Poison, Sap; Resist Shadow 5


During Combat These dark warriors go for the weaker foes first unless they cannot reach them otherwise. They will begin with blood price or darkness unleash but will save at least one use for syphon strike. The dark warrior will use darkside right after with temper or endark and begin striking his enemies. Once below half way they will use syphon strike, harm touch, and grit stance as soon as they can.


Speed 30 ft. (20 ft. in armor)
Melee +1 Scythe +13/+8 (2d4+4/x4) or Claws +11/+11/+6 (1d4+4)
Special Attacks Abyssal Arts (4/day, Blood Price, Darkness Unleash, Syphon Strike), Defile (DC 14 negates sickened or diseased), Harm Touch (4/day, 4d6), Shared Offense (+1 att/dmg, 1 rounds), Soul Eater (4/day)
Special Abilities Darkside (+6 dmg/+2 att, SR 17, -7 HP per round), Grit Stance (DR 4/- but -4 dmg)
Spells Known (Dark Knight CL 4th, concentration +5)

1st (DC 12) – Dread, Endark, Ohdark
2nd (DC 13) – Temper


Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 13
Base Atk +7/+2; CMB +11; CMD 21
Feats Cornugon Smash, Furious Focus, Power Attack, Weapon Focus (Scythe)
Skills Intimidate +11, Knowledge (Nobility) +10, Sense Motive +10, Spellcraft +10
Languages Amalj’aa, Common
SQ Dark Resilience, Deathless Spirit, First Into BattleStabilityStalker
Gear cure potion (3), +1 scythe, chain mail