Medium Humanoid (Human), Lawful Neutral
Armor Class 18 (plate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws CON +7, WIS +5, CHA +7
Skills Athletics +8, Insight +5, Medicine +4, Perception +9, Religion +4
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Draconic, Infernal, Orc
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. The Holy Crusader is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). The crusader has the following paladin spells prepared:

Cantrips (at will): light, toll the dead

1st level (4 slots): ceremony, command, compelled duel, thunderous smite, wrathful smite

2nd level (3 slots): aid, lesser restoration, warding bond, zone of truth

3rd level (3 slots): aura of vitality, dispel magic, magic circle, spirit guardians

Actions

Multiattack. The crusader casts one cantrip and makes two melee attacks.

Javelin. Ranged Weapon Attack: +7 to hit, range 30 ft./120 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) radiant damage.

Longsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus (1d8) radiant damage, or 9 (1d10 + 4) slashing damage plus 4 (1d8) radiant damage if used with two hands.

Psychic Staff. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage and 3 (1d6) psychic damage plus (1d8) radiant damage, or 8 (1d8 + 4) slashing damage and 3 (1d6) psychic damage plus 4 (1d8) radiant damage if used with two hands. 

Psychic Slam. The crusader slams its psychic staff on the ground and every creature of its choice within 30 feet of it must make a DC 15 Constitution saving throw or be blinded or deafened (crusader's choice). If a target fails the saving throw by 5 or more the target is both blinded, and deafened. If a target fails by more than 10, it is also stunned.

Healing (1/Day). The Holy Crusader, or one creature it touches, regains up to 55 hit points.

Bonus Actions

Champion Challenge. Each creature of the crusader's choice within 30 feet of it must succeed on a  DC 15 Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from it. This effect ends on the creature if the crusader is incapacitated or die or if the creature is more than 30 feet away from it. 

Turn the Tide (Recharges after a Short or Long rest). Each creature of the crusader's choice that can hear it within 30 feet of It regains 10 (2d6 + 3) hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2021 4:22:13 AM
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Golden_Pug

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