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From Pathfinder Gamemastery Guide, which isn't enabled.

Antipaladin

CREATURE 5

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.


Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.


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

AC 25; Fort +14, Ref +10, Will +12
HP 75
Destructive Vengeance (divine)
Trigger An enemy within 15 feet damages the antipaladin

Effect The antipaladin increases the amount of damage they take by 2d6 and deals 2d6 to the triggering enemy, choosing 2d6 spirit or 2d6 void 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 Greataxe +15 (sweep), Damage 1d12+10 slashing
Melee Javelin +12 (thrown 30), Damage 1d6+10 piercing
Champion Devotion Spells DC 20, attack +12, 1 Focus Point; 3rd Touch of Corruption
Intimidating Strike

The antipaladin makes a melee Strike. If they hit and deal damage, the target is Frightened 1, or Frightened 2 on a critical hit.

Pathfinder Gamemastery GuideOGL