Medium Humanoid (Any Race, Paladin), Any Good Alignment
Armor Class 19 (splint, shield)
Hit Points 76 (12d8 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws WIS +4, CHA +5
Skills Insight +4, Persuasion +5, Religion +6
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blessed Defense. The crusader has advantage on saving throws while it isn't unconscious.

Spellcasting. The crusader is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following paladin spells prepared.

1st level (3 slots): commandcompelled dueldivine favor

Steadfast. The crusader can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The crusader makes two weapon attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 2 (1d4) radiant damage while divine favor is active.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 2 (1d4) radiant damage while divine favor is active.

Healing Touch (1/Day). The crusader touches a creature. The target magically regains 11 (2d8 + 2) hit points. Alternatively, the touch removes one disease or neutralizes one poison afflicting the target. Undead and constructs are immune to this ability.

Reactions

Parry. The crusader adds 3 to its AC against one melee attack that would hit it. To do so, the crusader must see the attacker and be wielding a melee weapon.

Description

Crusaders are knights charged with a divine purpose and the raw, undisciplined faith needed to call on basic divine magic. Each one is on their own personal quest.

Monster Tags: NPC

Habitat: Urban

BenevolentEvil

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