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

Hellknight Paravicar

CREATURE 11

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.


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 +20
Languages Common, Diabolic
Skills Arcana +16, Deception +21, Intimidation +23, Religion +21, Society +16
Str +4, Dex +2, Con +2, Int +0, Wis +3, Cha +5

AC 30; Fort +19, Ref +19, Will +24
HP 145
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.


Speed 25 feet
Melee Morningstar +21 (magical, versatile p), Damage 2d6+8 bludgeoning
Ranged Crossbow +19 (magical, reload 1, range increment 120 feet), Damage 2d8+4 piercing
Divine Spontaneous Spells DC 30, attack +20; 6th (3 slots) Spellwrack, Spirit Blast, True Seeing, Summon Fiend, Crisis of Faith; 5th (4 slots) Banishment, Crushing Despair, Summon Fiend, Command, Heal; 4th (4 slots) Air Walk, Dimensional Anchor, Discern Lies, Suggestion; 3rd (4 slots) Blindness, Crisis of Faith, Enthrall, Fear; 2nd (4 slots) Darkvision, Faerie Fire, Flaming Sphere, Detect Alignment; 1st (4 slots) Bane, Charm, Command, Ray of Enfeeblement; Cantrips (6th) Detect Magic, Forbidding Ward, Light, Produce Flame, Shield, Sigil
Sorcerer Bloodline Spells DC 30, attack +20, 3 Focus Points; 6th Hellfire Plume, Embrace the Pit, Diabolic Edict
Universal Obedience (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.

Pathfinder Lost Omens Character GuideOGL