Medium Humanoid
Armor Class 18 Plate
Hit Points 84 (10d10)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 16
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Channel Divinity: Control Undead (1 per day)
As an action, you can target one undead within 30 ft. to force a WIS saving throw (DC 15). On failure, the target must obey your commands for 24 hours, or until you use this feature again. An undead with a CR equal to or greater than 10 is immune.
Great Weapon Fighting

You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Aura of Protectionrange 10 feetPHB, pg. 85

While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +1d6 bonus to all saving throws.

Aura of Haterange 10 feetDMG

You grant yourself and any friends within 10 ft. a +1d6 bonus to melee weapon damage rolls.

Aura of Couragerange 10 feetPHB, pg. 85

While you are conscious, you and friendly creatures within 30 ft. can’t be frightened.

Actions
Divine Smite (Special)
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
4 1st, 3 2nd, 2, 3rd, 2 4th,
Extra Attack (Special)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Armblade: +8 to hit, 1d8 +7 piercing damage
 Speaks softly, carries a big stick
On a critical hit, deal maximum damage possible.  
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

tbiss242

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