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PFS StandardHellknight Paravicar

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.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Hellknight ParavicarCreature 10

Legacy Content

LN Medium Human Humanoid 
Source Character Guide pg. 121 2.0
Perception +20
Languages Common, Infernal
Skills Arcana +14, Deception +19, Intimidation +21, Religion +19, Society +14
Str +4, Dex +2, Con +2, Int +0, Wis +3, Cha +5
Items +1 striking morningstar, +1 striking crossbow (20 bolts), +1 Hellknight plate, lesser healing potion
AC 28; Fort +17, Ref +17, Will +22
HP 125
Speed 25 feet
Melee [one-action] morningstar +19 [+14/+9] (magical, versatile P), Damage 2d6-2+8 bludgeoningRanged [one-action] crossbow +17 [+12/+7] (magical, range increment 120 feet, reload 1), Damage 2d8-2+4 piercingDivine Spontaneous Spells DC 28, attack +18 (-4 dmg); 6th crisis of faith, spellwrack, spirit blast, summon fiend, true seeing (3 slots); 5th banishment, command, crushing despair, heal, summon fiend (4 slots); 4th air walk, dimensional anchor, discern lies, suggestion (4 slots); 3rd blindness, crisis of faith, enthrall, fear (4 slots); 2nd darkvision, detect alignment, faerie fire, flaming sphere (4 slots); 1st bane, charm, command, ray of enfeeblement (4 slots); Cantrips (6th) detect magic, forbidding ward, light, produce flame, shield, sigil
Sorcerer Bloodline Spells DC 28, 3 Focus Points (-4 dmg); 6th diabolic 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.

Sergia Novellia

The battle to enforce order is the driving force behind all Hellknights, but it's more personal for Sergia Novellia. In her early days as an armiger, she and her companions accidentally fell through a rift to the Plane of Shadow and fell prey to the cruel ministrations of the velstracs. Though eventually rescued by a pair of Nidalese shadowcallers, Sergia returned with scars on both mind and body. She now hides her features behind terrifying armor, though she actually delights in the gruesome appearance it gives her. Sergia serves the rigid Order of the Godclaw to enforce her iron control on both society and herself.

All Monsters in "Hellknights"

NameLevel
Hellknight Armiger4
Hellknight Paravicar11

Hellknights

Source Character Guide pg. 120 2.0
Several different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation of Cheliax. These mercenaries see the law of the land as inviolate and offer their services as enforcers to any who can pay their prices. They wear distinctive suits of intimidating armor and take the legends of Hell as inspiration, but they see no one but themselves as the true arbiters of law.