Large Swarm of Medium humanoids, Chaotic Good
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.

Monster Tags: NPCHuman

Habitat: HillMountainUrban

rmarshy

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