Medium Humanoid, Lawful Good
Armor Class 24 (+2 star steel armor, +2 star steel shield)
Hit Points 120 (8d20 + 40)
Speed 30 ft., Swim 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +8, CHA +9
Skills Athletics +8, Perception +9, Persuasion +11, Religion +4
Damage Resistances Acid, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Radiant
Condition Immunities Blinded, Charmed, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common (Narinduilin) , Common (Letelin), Common (Georothin)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Spellcasting. The Blue Paladin is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Blue Paladin has following Paladin spells prepared:
Cantrips (at will): thunderous smite, searing smite, branding smite, spare the dying, light 
1st level (4 slots): cure wounds, bless, heroism, protection from evil and good
2nd level (3 slots): lesser restoration, zone of truth, prayer of healing
3rd level (3 slots): crusader's mantle, dispel magic, remove curse, revivify  

+2 Narinduilin Talisman. The Blue Paladin has +2 to saves against spells, +2 to spell save DC and +2 to hit with spell attacks. 

Blessing of Rasadan. The Blue Paladin's weapon attacks deal double damage to fiends. The Blue Paladin is also always under the effect of the detect evil and good spell, may cast one 3rd level spell per day without expending a spell slot. The Blue Paladin has advantage on saves made against spells cast by fiends. 

Divine Auras. The Blue Paladin maintains a 20 ft. aura of courage, aura of devotion, and aura of protection (+5) for its allies. 

Actions

Multiattack. The Blue Paladin makes 2 attacks with the star steel longsword.

+2 Star Steel Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d12+6) magical slashing damage plus 6 (2d6) radiant damage. Fiends must make a DC 19 Charisma saving throw or be paralyzed until the end of the Blue Paladin's next turn. If the fiend fails by 5 or more, it is banished. The longsword is nearly indestructible. Armor and shields struck by the star steel longsword become more damaged with each strike, taking a -1 penalty to AC with each strike.

Radiant Form (5/day). The Blue Paladin remains dormant for 1 turn as it builds holy energy to unleash. If the Blue Paladin is wearing non star steel or higher armor, it suffers the penalties of the heat metal spell during and after the use of the radiant form and the armor is destroyed. If the Blue Paladin is holding or wearing any non-star steel or higher weapons or items, the weapon is destroyed after using the radiant form. During the dormant turn, the Blue Paladin must succeed on concentration checks whenever sustaining damage or also takes 12 (3d8) force damage. After the dormant turn, the Blue Paladin streaks forth in a golden line of pure radiant light, dealing 16 (3d8) radiant damage up to 50 ft. long. Those adjacent to the line take 8 (1d8) radiant damage. The line also goes through materials of less than star steel durability and can also be aimed up or down. 

Bonus Actions

Lay on Hands (70 hit points 1/day). The Blue Paladin may heal with a pool of hit points equal to 70 or remove a disease or condition afflicting a creature with a cost of 10 hit points in this pool. 

Purify Divine (5-6 Recharge). The Blue Paladin reaches forth and touches a fiend, fey, or celestial, forcing the creature to make a DC 19 Charisma save, taking 6 (2d6) radiant damage and paralyzing the target on a failure for 1 minute. The target may reroll the save at the end of each of its turns, lifting the status on a success. If the target creature fails by 10 or more, the creature is banished. 

Reactions

Ward of Nandul (Recharge 5-6). The Blue Paladin may reflect the damage dealt by a fiend back at the fiend in the form of force damage, taking no damage itself. 

gyrozen

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