Medium Humanoid (Half-Elf, Paladin), Chaotic Evil
Armor Class 20 (Last Stand Plate, Cloak of Protection)
Hit Points 153 (18d10 + 54)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws CON +9, WIS +6, CHA +11
Skills Athletics +11, Intimidation +11, Medicine +7, Perception +6, Persuasion +11, Religion +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Dwarvish, Elvish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Bloodstained. Whenever Eljhara sees a creature, he is automatically hostile to that creature unless that creature was a friend of his before he was cursed, in which case he must make a DC 18 Wisdom saving throw or become hostile towards that creature.

Fey Ancestry. Eljhara has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Great Weapon Fighting. When Eljhara rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll.

Spellcasting. Eljhara is a 9th-level half-caster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Eljhara has the following paladin spells prepared:

1st level (4 slots): hellish rebukeinflict woundscure woundsdetect magicwrathful smitecommandpurify food and drink

2nd level (3 slots): crown of madnessdarknessbranding smitelocate objectlesser restoration

3rd level (3 slots): animate deadbestow cursespirit shroudblinding smiterevivify

4th level (3 slots): blightconfusionstaggering smitelocate creature

5th level (1 slot): contagiondominate persondestructive wave

Divine Smite. When Eljhara hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an fey or celestial, to a maximum of 6d8.

Divine Health. Eljhara is immune to disease.

Aura of Protection. Whenever Eljhara or one of his allies within 30 feet of him must make a saving throw, the creature gains a +5 bonus to the saving throw. Eljhara must be conscious to grant this bonus.

Aura of Hate. Eljhara, as well any fiends and undead within 30 feet of him, gains a +5 bonus to melee weapon damage rolls (already included in Eljhara’s attacks). A creature can benefit from this feature from only one paladin at a time.

Aura of Courage. Eljhara, as well as any allies within 30 feet of him, can’t be frightened while he is conscious.

Persistent Smites. Whenever Eljhara hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage (already included in the attacks).

Special Equipment. Eljhara has and is attuned to a cloak of protection, a set of last stand plate armor, and the Sword of the Bloodstained.

Actions

Multiattack. Eljhara makes two attacks with the Sword of the Bloodstained.

Sword of the Bloodstained. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d8 + 13) slashing damage, or 18 (1d10 + 13) slashing damage if wielded with two hands plus 4 (1d8) radiant damage.

Lay On Hands. Eljhara restores up to 90 hit points to a creature he touches. Once hit points are restored, the maximum number of hit points Eljhara can restore are lowered by that number. Alternatively, Eljhara can lower the number by 5 to neutralize one poison or disease in the creature’s body. The number of hit points Eljhara can restore resets to 90 when he finishes a long rest. This effect has no effect on constructs or undead.

Cleansing Touch (5/Long Rest). Eljhara ends a spell affecting himself or a willing creature he touches.

Channel Divinity (1/Short or Long Rest). Eljhara creates one of the following effects:

Control Undead. Eljhara targets one undead creature he can see within 30 feet of him. The target must make a Wisdom saving throw. On a failed save, the target must obey Eljhara’s commands for the next 24 hours, or until Eljhara uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than 18 is immune to this effect.

Dreadful Aspect. Each creature of Eljhara’s choice within 30 feet of him must make a Wisdom saving throw if it can see Eljhara. On a failed save, the target is frightened of Eljhara for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Eljhara, it can attempt another Wisdom saving throw to end the effect on it.

Description

Eljhara Randak was once the greatest protector of the Material Plane, the physical manifestation of Athena’s will. Wounded with an incurable poison, Eljhara sought a cure away from his adventuring party, and eventually discovered a well of elixir and drank of it, relieved to find the poison destroyed. His relief didn’t last long, however, for the elixir was no ordinary cure. It was the Elixir of the Bloodstained, which came to be after the blood god’s avatar was wounded and his blood was scavenged by a mage. That mage, with vengeance and hatred of the gods in his heart, fashioned the Bloodstained Well using magic of eldritch darkness, which would curse all those who drank from it to be filled with hatred and loathing of all other living beings. Eljhara fought the curse, but eventually fell prey to it. He destroyed his shield and corrupted his Sword of the Seraph. His unbridled, cursed rage compelled him to return to the city of Iftendal and destroy it. When his adventuring companions went to check on him, he attempted to convince them to join him, but they saw his curse, and slew him out of mercy. He died, and his friends destroyed the Bloodstained Well. However, being dead never necessarily means one will stay that way. And destroying the source of the elixir does not mean that more of it does not exist….

Monster Tags: humanoidhalf-elf

MilestoGo_24

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