pf2e.fyi
From Pathfinder Adventure Path: Hell's Destiny, which isn't enabled.

Hellknight Paralictor

CREATURE 18

Human champion of Asmodeus

Perception +30
Languages Common, Diabolic
Skills Athletics +35, Diplomacy +30, Hell Lore +31, Intimidation +30, Religion +32, Society +31
Str +9, Dex +1, Con +4, Int +3, Wis +6, Cha +5

AC 41 ((43 with shield raised)); Fort +30, Ref +27, Will +32
HP 335
Champion's Aura (aura, divine)

You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall Unconscious.

Exalted Iron Command
Trigger An enemy in your champion's aura damages you

Effect You put an impertinent foe who dared harm you in their proper place. You command each enemy in your champion's aura to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The enemy must choose one of the following options.
  • Kneel The enemy drops Prone as a free action.

  • Refuse You deal 5d6 mental plus 5 persistent mental damage to the enemy.

Regardless of which option the enemy chose, your Strikes against it deal 3 extra spirit damage until the end of your next turn.

Effect: Champion's Extra Damage

Shield Block

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.


Speed 25 feet
Melee Mace +35 (magical, shove, unholy), Damage 3d6+17 bludgeoning
Melee Shield Bash +33 (magical, unholy), Damage 1d4+17 bludgeoning
Champion Focus Spells DC 37, attack +29, 1 Focus Point; 9th Touch of the Void
Defensive Advance (flourish)

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
Requirements Your Strikes currently deal extra damage from your champion's reaction.

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 40 Fortitude save or be Drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.

Pathfinder Adventure Path: Hell's DestinyORC