Perception +20
Languages Common, Infernal
Skills Arcana +16, Deception +21, Intimidation +23, Religion +21, Society +16
Str +4, Dex +2, Con +2, Int +0, Wis +3, Cha +5
Items +1 (20 bolts), lesser , +1
, +1AC 30; Fort +19, Ref +19, Will +24
HP 145
Speed 25 feet
Melee morningstar +21 (magical, versatile P), Damage 2d6+8 bludgeoning
Ranged crossbow +19 (magical, range increment 120 feet, reload 1), Damage 2d8+4 piercing
Divine Spontaneous Spells DC 30, attack +20; 6th (3 slots)
, , , , ; 5th (4 slots) , , , , ; 4th (4 slots) , , , ; 3rd (4 slots) , , , ; 2nd (4 slots) , , , ; 1st (4 slots) , , , ; Cantrips (6th) , , , , ,Sorcerer Bloodline Spells 3 Focus Points, DC 30; 6th
, ,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.
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.
Hellknight Paravicar
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.