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There is a Legacy version here.

Champion of Rovagug

There are perhaps no mortals more anathematic to peace than champions of Rovagug or other destructive deities.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Champion of RovagugCreature 5

Medium Human Humanoid Unholy 
Source NPC Core pg. 156
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 greataxe, half plate, javelin (3)
AC 25; Fort +12, Ref +8, Will +10
HP 70
Champion's Aura (aura, divine) 15 feet. Any follower of Rovagug in the aura knows the champion is a champion of Rovagug. Enemies in the aura take a –1 circumstance penalty to saves against fear, and an enemy that ends its turn in the aura can't reduce the value of its frightened condition below 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls unconscious.Destructive Vengeance [reaction] (divine) Trigger An enemy in the champion's aura damages the champion; Effect The champion increases the amount of damage they take by 2d6 and deals 2d6 spirit damage to the triggering enemy. In addition, until the end of the champion's next turn, the champion's Strikes against the triggering creature deals 2 extra spirit damage.
Speed 20 feet
Melee [one-action] fearsome greataxe +13 [+8/+3] (magical, sweep), Damage 1d12+8 slashingMelee [one-action] gauntlet +13 [+9/+5] (agile, free-hand), Damage 1d4+8 bludgeoningRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6+8 piercingChampion Devotion Spells DC 20, 1 Focus Point; 3rd touch of the void
Axe Swipe [two-actions] The champion makes a melee Strike with a +1 circumstance bonus to the attack roll and compares the roll to the AC of up to two foes that are in reach and adjacent to each other. The champion rolls damage only once and applies it to each creature they hit. This counts as two attacks toward their multiple attack penalty.Fearsome Armament The champion grants their greataxe the fearsome rune while they wield it.

Sidebar - Advice and Rules Other Grim Champions

The most sinister champions of unholy gods are devoted to desecration or iniquity. This champion serves Rovagug, but Lamashtu, Urgathoa, and demon lords have similar champions. If you switch their deity, change their favored weapon (see the Deity table). If it's a one-handed weapon, reduce the champion's AC by 2, give them a steel shield, and replace Axe Swipe with Defensive Advance, a 2-action activity that lets the champion Raise their Shield, Stride, and make a melee Strike.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.