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The elite dark warriors creating mayhem and destruction across the battlefield.

Amalj’aa Trooper (CR 8)

XP 4,800
Amalj’aa Dark Knight 9
LE Medium Humanoid (Amalj’aa)
Init +2; Senses Darkvision; Perception +0


AC 19 (21), touch 10 (12), flat-footed 19 (+9 armor, +2 dodge in desert terrains)
HP 66 [108] (9d10+18)
MP 9
Fort +10, Reflex +6, Will +8, +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 two uses for syphon strike/abyssal drain. The dark warrior will use darkside right after with temper or endark II and begin striking his enemies. Once below half way they will use syphon strike/abyssal drain, harm touch, and grit stance as soon as they can.


Speed 30 ft. (20 ft. in armor)
Melee +1 Scythe +15/+10 (2d4+4/x4) or Claws +13/+13/+8 (1d4+4)
Special Attacks Abyssal Arts (6/day, Abyssal Drain, Blood Price, Darkness Unleash, Syphon Strike), Defile (DC 16 negates sickened, diseased, or curse), Harm Touch (6/day, 5d6), Shared Offense (+2 att/dmg, 2 rounds), Soul Eater (5/day)
Special Abilities Darkside (+7 dmg/+3 att, SR 19, -9 HP per round), Grit Stance (DR 4/- but -4 dmg), Last Resort (5 rounds)
Spells Known (Dark Knight CL 6th, concentration +8)

1st (DC 13) – Dread, Endark, Ohdark
2nd (DC 14) – Dread Spikes, Endark II, Temper


Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Atk +9/+4; CMB +13; CMD 23
Feats Cleave, Cornugon Smash, Furious Focus, Power Attack, Weapon Focus (Scythe)
Skills Intimidate +14, Knowledge (Nobility) +12, Sense Motive +12, Spellcraft +12
Languages Amalj’aa, Common
SQ Dark Resilience, Deathless Spirit, First Into BattleStabilityStalker
Gear cure potion (4), +1 scythe, +1 half-plate