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From Pathfinder Lost Omens Character Guide, which isn't enabled.

Hellknight Armiger

CREATURE 4

This menacing dwarf wears a suit of armor emblazoned with the symbol of her Hellknight order, and she wields a mighty flail.

Armigers are the foot soldiers of the Hellknights and form the largest group of members for most orders. Whatever their specific reasons for joining the organization, armigers share the Hellknights' dedication to spreading the rule of law across Golarion. This commitment sees them serving in a variety of missions, whether it be rooting out bandits and crooks, imprisoning smugglers and black marketeers, or investigating rumors of sedition. While frontier villagers sometimes welcome the assurance of safety that the Hellknights bring, free thinkers and historians chafe at the restrictions on movement and expression that armigers enforce.

Although armigers are not yet full knights, those who underestimate them have made a grievous error. Once ordered to take a position or eliminate a foe, an armiger is unerring in fulfilling their order. During battle, they wade eagerly into the fray, targeting servants of chaotic gods and those they observe using underhanded tactics.


Firm believers in enforcing the law at any cost, Hellknights are often based in Cheliax, but they travel to all across Golarion 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.


Perception +11; darkvision
Languages Common, Dwarven
Skills Athletics +12, Hell Lore +8, Intimidation +10, Religion +10, Society +7
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +0

AC 22; Fort +12, Ref +10, Will +10; +1 status to all saves vs. fear
HP 75; Resistances mental 5
+1 Status to All Saves vs. Fear
Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.


Speed 20 feet; ignores 5 feet of speed reduction from being encumbered
Melee War Flail +13 (disarm, sweep, trip), Damage 1d10+6 bludgeoning
Ranged Composite Longbow +10 (deadly d10, propulsive, reload 0, volley 30, range increment 100 feet), Damage 1d8+4 piercing
Weapon Mastery

When the Hellknight armiger scores a critical hit with their war flail, their target is knocked Prone.

Pathfinder Lost Omens Character GuideOGL