Hellknight Paralictor

Level 18
Creature· humanUncommonMediumRemaster
AC 41
HP 335
Speed 25 ft.
Fort +30
Ref +27
Will +32
Perc +30
Size Medium
Uncommon
Spells
Champion Focus Spells (DC 37, attack +29)
Languages common, diabolic
Skills athletics +35, religion +32, society +31, diplomacy +30, intimidation +30
Recall Knowledge religion or society DC 40

Attacks

Melee Mace +35/+30/+25(magical, shove, unholy)
Damage: 3d6+17 bludgeoning
Melee Shield Bash +33/+28/+23(magical, unholy)
Damage: 1d4+17 bludgeoning

Abilities

Champion's Auradefensive(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 Commanddefensive

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,(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 Blockdefensive

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.

Defensive Advance◆◆offensive(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 Strikeoffensive

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.