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Hellbound AttorneyCreature 4

Source Pathfinder Bestiary 3
Perception +11 (greater darkvision)
Languages Common, Infernal
Skills Acrobatics +10, Deception +11, Diplomacy +11, Intimidation +11, Lore +14, Society +12
Str +1, Dex +2, Con +0, Int +4, Wis +1, Cha +3

AC 20; Fort +9; Reflex +12; Will +13;
HP 60
Speed 20 feet
Weaknesses Good 2
Resistances Fire 4

Elegant Cane One Action +12 (+8, +4) to hit (agile, finesse, shove) 1d4+3 Bludgeoning

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Abrogation of Consequences Reaction

Trigger The Hellbound attorney rolls a success or critical failure on a saving throw against a linguistic effect.

Effect The attorney finds a loophole in the wording of the effect, turning the success into a critical success or a critical failure into a normal failure.

Opening Statement Free Action (auditory, concentrate)

Trigger The Hellbound attorney's turn begins.

Effect The attorney enumerates the alleged crimes of a creature they can see and attempts a Legal Lore check against that creature's Will DC.

On a success, the attorney's Strikes deal an additional 2d6 precision damage (4d6 precision damage on a critical success) to the creature until the end of the attorney's turn.

Divine Innate Spells (DC 21, +13 to hit)

1st Level: Burning Hands

The Hellbound attorney sought the assistance of a @UUID[Compendium.pf2e.pathfinder-bestiary.Phistophilus]{Phistophilus}-one of Hell's contract devils-to bolster her legalistic ability on the Material Plane.

There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.