Medium Humanoid, Lawful Good
Armor Class 22 (+1 Chainmail, +1 Helmet, +1 Shield)
Hit Points 70 (10d6 + 40)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws WIS +7, CHA +4
Skills Insight +7, Medicine +7, Perception +7, Religion +6
Damage Immunities Radiant
Condition Immunities Blinded, Charmed
Senses Darkvision 120 ft., Passive Perception 17
Languages Common (Narinduilin), Common (Letelin), Common (Georothin)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Inin Ferocity:
- +1 damage die type (maximum of d12) when fighting against non-Inin

Superlative Eyes:
- 120ft darkvision
- Cannot be blinded
- Advantage on checks made to determine location/destination/route when outside and with clear view of the sky
- Proficient with Dexterity saving throws (stacks with class)
- Can attempt to dodge a ranged attack or spell once per round as a reaction, making a Dexterity saving throw against said attack roll (must declare before outcome of shot/cast is determined)

Mind of Steel:
- Negates one opponent's advantage on a ranged, melee, or spell attack made against self once per round as a reaction
- Advantage on History and Religion checks regarding Inin cultures and groups

Thuilin Arrogance:
- Disadvantage in Performance, Deception, and Persuasion checks when speaking to non-Thuilin

+1 Narinduilin Necklace. +1 to making saves against spells, +1 to spell save DC and spell attack. 

+1 Crusader Shield. Enemies ending their turn within 5 ft. of the Crusader Cleric take 1 radiant damage. 

Spellcasting. The Crusader Cleric is a 5th-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +7 to hit with spell attacks). The Crusader Cleric has following cleric spells prepared:
Cantrips (at will):  light, mending, spare the dying
1st level (4 slots): cure wounds, healing word, purify food and drink, protection from evil and good
2nd level (3 slots): prayer of healing, lesser restoration, protection from poison 
3rd level (2 slots): revivify, remove curse, mass healing word, aura of vitality 

Blessing of Zera (3/day). The Crusader Cleric may cast cure wounds at 3rd level without expending a spell slot. The Crusader Cleric's healing spells heal for +1 die. 

Actions

Multiattack. The Crusader Cleric makes two attacks with the +1 Warhammer. 

+1 Warhammer. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage. The +1 Warhammer inflicts magical damage. The Crusader Cleric may reroll damage die with results of 1 and 2. 

 

Bonus Actions

Turn Undead (1/day). The Crusader Cleric holds a Narinduilin holy symbol aloft. All Undead within 30 ft. of the cleric must make a DC 16 Wisdom saving throw, becoming frightened for 1 minute upon failure. If the undead creature is of CR 1/2 or less and fails, it is disintegrated in a wash of radiant light. 

Lair and Lair Actions

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gyrozen

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