Will of order. The knight has advantage on Wisdom saving throws, and chaotic creature have disadvantage on attack rolls against them.
Multiattack. The Lawblade makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus they then must make a dc 15 wisdom saving thow.If they fail, they take 2d8 psychic damage, and charmed until the end of your next turn.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Obey
As a reaction to a creature within 5ft of them taking an action, the creature must make a dc 15 wisdom saving throw.On a failure, they instead use their action to help the creature.
Description
The conquering lawblades are among the basic leaders of the endless conquerers, leading small cells of 2-3 medics, some slaad soldiers, and a spawning stone golem, as well as some normal soldiers.
They enforce the will on those around them, often conscripting travelers of limbo, and using their mental energy to increase the size of their stronghold.
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