Hellknight Paravicar

Hellknight Paravicar Creature 11

LN Medium Human Humanoid

Perception +20

Languages Common, Infernal

Skills Arcana +16, Deception +21, Intimidation +23, Religion +21, Society +16

Str +4, Dex +2, Con +2, Int +0, Wis +3, Cha +5

Items +1 striking crossbow (20 bolts), lesser healing potion, +1 Hellknight plate, +1 striking morningstar


AC 30; Fort +19, Ref +19, Will +24

HP 145


Speed 25 feet

Melee [one-action] morningstar +21 (magical, versatile P), Damage 2d6+8 bludgeoning

Ranged [one-action] crossbow +19 (magical, range increment 120 feet, reload 1), Damage 2d8+4 piercing

Divine Spontaneous Spells DC 30, attack +20; 6th (3 slots) crisis of faith, spellwrack, spirit blast, summon fiend, true seeing; 5th (4 slots) command, crushing despair, banishment, heal, summon fiend; 4th (4 slots) air walk, dimensional anchor, discern lies, suggestion; 3rd (4 slots) blindness, crisis of faith, enthrall, fear; 2nd (4 slots) darkvision, detect alignment, faerie fire, flaming sphere; 1st (4 slots) bane, charm, command, ray of enfeeblement; Cantrips (6th) detect magic, forbidding ward, light, produce flame, shield, sigil

Sorcerer Bloodline Spells 3 Focus Points, DC 30; 6th diabolical edict, embrace the pit, hellfire plume Steady Spellcasting If a reaction would disrupt the Hellknight paravicar’s spellcasting, they can attempt a DC 15 flat check. On a success, the action isn’t disrupted.

Universal Obedience [one-action] (divine, manipulate) If the next action the Hellknight paravicar uses is to Cast a sorcerer Spell with the linguistic trait, the spell affects its target as if the target and the Hellknight paravicar shared a common language. The target must have a language.

About

Firm believers in enforcing the law at any cost, Hellknights travel to enforce their ideals of order. This rigid viewpoint and intolerance for dissent means that PCs can just as easily find villains in these Hellknights as they can allies; an agent of the Hellknight Order of the Chain might aid the PCs in subduing a vile and violent criminal, or might hunt down the PCs due to mild infractions of unjust laws. The Hellknight armiger presented here might be an unrepentant enforcer seeking to quell rebellion among the oppressed, a dedicated monster hunter, a censor of artistic innovation, a savior to victims of kidnapping, a spy and torturer, or a lawful crusader against demonic incursions. Hellknight paravicars, meanwhile, are absolute exemplars of their orders, and PCs who encounter them will likely find themselves in the midst of momentous events.

Face covered by a menacing helm and body clad in ornate plate, this figure projects an aura of immutable authority.

Each order of Hellknights is led by a powerful paravicar, a general in charge of dictating the order’s tactics and the administration of its resources. Within the order, the word of these figures is law, and members from the lowliest squire to the most senior knight follow commands from a paravicar with unswerving devotion. Paravicars see their personal dedication to the order’s edicts as an example for all members and hold themselves to the same high standards as their underlings. Though they seldom need to call upon them, paravicars use their considerable infernal powers to reinforce their positions in the Hellknight’s hierarchy.

In combat, paravicars take direct command of their troops of knights and armigers. Paravicars are experienced campaigners who prefer calculated tactical gambits to hot-headed, risky maneuvers that could leave their forces exposed. If pressed into combat, paravicars use their abilities to demoralize their foes and compel enemies to become their allies or to flee the field.

Section 15: Copyright Notice
Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L. Sutter.