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Hellknight Paralictor

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Elite | Normal | Weak
Proficiency without Level

Elite Hellknight ParalictorCreature 19

Uncommon Medium Human Humanoid Unholy 
Source Midnight Burning pg. 188
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 41 (includes +2 from Uncommon) • Humanoid (Society)
Human champion of Asmodeus
Perception +32
Languages Common, Diabolic
Skills Athletics +37, Diplomacy +32, Hell Lore +33, Intimidation +32, Religion +34, Society +33
Str +9, Dex +1, Con +4, Int +3, Wis +6, Cha +5
Items +2 greater striking mace, +2 resilient Hellknight plate, major reinforcing high-grade adamantine shield (Hardness 17, HP 94, BT 47), major reinforcing high-grade adamantine shield (Hardness 17, HP 94, BT 47)
AC 43 (45 with shield raised); Fort +32, Ref +29, Will +34
HP 355
Champion’s Aura 15 feetExalted Iron Command [reaction] The paralictor’s Iron Command gains the champion’s 11th-level Exalted Reaction, deals 3 additional spirit damage with their Strikes against the triggering creature, and deals 5d6 mental damage and 5 persistent spirit damage to those who refuse to kneel.Shield Block [reaction]
Speed 25 feet
Melee [one-action] mace +37 [+32/+27] (magical, shove, unholy), Damage 3d6+2+17 bludgeoningMelee [one-action] shield bash +35 [+30/+25] (magical, unholy), Damage 1d4+2+17 bludgeoningChampion Focus Spells 1 Focus Point, DC 39 (+4 dmg); 9th touch of the void
Defensive Advance [two-actions] With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.Gruesome Strike [one-action] Requirements Your Strikes currently deal extra damage from your champion's reaction. Effect Make a Strike against the creature that triggered your champion's reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a DC 42 Fortitude save or be drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.

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