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Antipaladin Creature5

CE Medium Human Humanoid

Perception +10

Languages Common

Skills Athletics +13, Deception +10, Intimidation +12, Religion +8, Survival +8

Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha + 3

Items lesser cheetah’s elixir, greataxe, half plate, javelin (10)

AC 25; Fort +14, Ref +10, Will +12

HP 75

Destructive Vengeance [reaction] (divine, necromancy) Trigger An enemy within 15 feet damages the antipaladin; Effect The antipaladin increases the amount of damage they take by 2d6 and deals 2d6 damage to the triggering enemy, choosing evil or negative damage. In addition, the antipaladin deals 2 extra damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin’s next turn.

Speed 20 feet

Melee [one-action] greataxe +15 (sweep), Damage 1d12+10 slashing

Ranged [one-action] javelin +12 (thrown 30 feet), Damage 1d6+10 piercing

Champion Devotion Spells 1 Focus Point, DC 20; 3rd touch of corruption (see below)

Intimidating Strike [two-actions] The antipaladin makes a melee Strike. If they hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.


There is perhaps nothing more anathematic to peace than an antipaladin. Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good.

Antipaladins are the polar opposite of paladins: chaotic evil warriors devoted to destruction. Much like champions of good, they must follow a code. Their code exhorts evil and prohibits selfless acts. Antipaladins often serve demon lords. Many antipaladins used to be champions of good and seek to destroy their former faiths.

Touch of Corruption Focus 3

Uncommon Necromancy Negative

Cast [one-action] somatic

Range touch; Targets 1 willing undead creature or 1 living creature

The antipaladin infuses the target with negative energy. If the target is living, this deals 3d6 negative damage (basic Fortitude save); on a failed saving throw, the target also takes a -2 status penalty to AC for 1 round. If the target is a willing undead creature, the target regains 18 Hit Points, and if it is one of the antipaladin’s allies, it also gains a +2 status bonus to damage rolls for 1 round.

Section 15: Copyright Notice

Pathfinder Gamemastery Guide © 2020, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, John Bennett, Logan Bonner, Clinton J. Boomer, Jason Bulmahn, James Case, Paris Crenshaw, Jesse Decker, Robert N. Emerson, Eleanor Ferron, Jaym Gates, Matthew Goetz, T.H. Gulliver, Kev Hamilton, Sasha Laranoa Harving, BJ Hensley, Vanessa Hoskins, Brian R. James, Jason LeMaitre, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Stephen Radney-MacFarland, Jessica Redekop, Alistair Rigg, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Christina Stiles, Landon Winkler, and Linda Zayas-Palmer.