Medium Humanoid (Dragonborn), Typically Lawful Good
Armor Class 18 (plate)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws CON +4, WIS +6
Skills Medicine +4, Religion +4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The dragonborn is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying

1st level (4 slots): cure wounds, divine favor, guiding bolt, healing word, shield of faith

2nd level (3 slots): calm emotions, lesser restoration, magic weapon, prayer of healing, spiritual weapon, warding bond

3rd level (2 slots): beacon of hope, crusader’s mantle, mass healing word, spirit guardians

Actions

Multiattack. The dragonborn makes two mace attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Breath Weapon (1/Day). The dragonborn exhales poison in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw, taking (2d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Guided Strike (Recharges after a Short or Long Rest). The dragonborn grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The dragonborn can make this choice after the roll is made but before it hits or misses.

Description

The Steiner family splits its members into two categories, those who fight and those who protect. The protectors are known as the Bahamut's Glow. Trained in healing magic and divine practices, the Bahamut's Glow work alongside the Mortal's Sentinels to banish evil and protect those who cannot protect themselves.

Monster Tags: NPC

Habitat: ForestUrban

MrNarwhalUnicorn

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