Obrimar
CREATURE 12 +19
Common, Diabolic
Athletics +25, Deception +22, Intimidation +26, Religion +23
Str +5, Dex +2, Con +2, Int +0, Wis +3, Cha +4
Unholy Shield
In Obrimar's hands, his shield gains the moderate reinforcing rune, giving it Hardness 8, 84 HP, and BT 42.
AC 33; Fort +23, Ref +19, Will +22
HP 220
Champion's Aura (aura, divine)
15 feet.
Any follower of Asmodeus in the aura knows Obrimar is a champion of Asmodeus. At the end of Obrimar's turn, each ally in the aura reduces their frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if Obrimar falls Unconscious.
Exalted Iron Command
An enemy in Obrimar's champion's aura damages him
The creature that damaged Obrimar can choose to drop Prone as a free action. If it refuses, it takes 4d6 mental damage and 4 persistent spirit damage. All other enemies within Obrimar's champion's aura must also drop prone as a free action or else take 4 mental damage if they refuse.
Infernal Courage
When Obrimar becomes frightened, he reduces the condition value by 1 (to a minimum of 0).
Infernal Reactions
At the start of each of his turns, Obrimar gains an additional reaction that he can only use to make a Reactive Strike or Shield Block.
Never Fall
Obrimar's Hit Points are reduced to 0 for the first time that day
Obrimar refuses to give up his soul to Asmodeus just yet. He remains standing with 25 healing Hit Points.
Reactive Strike
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.
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.
Shield Block
The monster has its shield raised and takes damage from a physical attack.
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.
20 feet
Ranged Crossbow +23 (magical, reload 1, range increment 120 feet), Damage 2d8+5 piercing
Melee Mace +26 (magical, shove), Damage 2d8+13 bludgeoning
Melee Kick +25 (agile, nonlethal, unarmed), Damage 1d4+13 bludgeoning
Champion Devotion Spells DC 30, attack +22, 2 Focus Points; 6th Champion's Sacrifice, Touch of the Void
Never Falter
Pathfinder Adventure Path: Hell's DestinyORC