Armor Class
13
Natural Armour, Iron Armour
Hit Points
67
(9d8 + 27)
Speed
30 ft.
STR
18
(+4)
DEX
12
(+1)
CON
12
(+1)
INT
8
(-1)
WIS
8
(-1)
CHA
8
(-1)
Saving Throws
STR +7
Skills
Intimidation +6
Damage Vulnerabilities
Acid
Damage Immunities
Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities
Exhaustion, Restrained
Senses
Passive Perception 9
Languages
Common, Giant crusaders are half giant so that's why they know Giant Crusaders are half Giant that's why they know Giant.
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Traits
Reckless. At the start of its turn, the Crusader can gain an advantage on all melee weapon attack rolls during that turn, but attack rolls against it have an advantage until the start of its next turn.
Rage. If the Crusader is close to dying
Actions
Great axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Description
Crusaders protect villages (Kingdoms, Citadels, Forests.) that in danger of getting attacked by monsters. Crusaders may also hunt for monsters during the night or the day.
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Posted Oct 13, 2022I should work more on it