Spellcasting. The Black Paladin is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Black Paladin has following Paladin spells prepared:
Cantrips (at will): 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
The Black Paladin may sacrifice a spell slot to add 6 (2d6) radiant damage to an attack. This amount becomes 12 (4d6) radiant damage when using a 2nd level spell slot.
+1 Narinduilin Talisman. The Black Paladin has +1 to saves against spells, +1 to spell save DC and +1 to hit with spell attacks.
Blessing of Rasadan. The Black Paladin's weapon attacks deal double damage to undead. The Black Paladin is also always under the effect of the detect evil and good spell.
Divine Auras. The Black Paladin maintains a 10 ft. aura of protection (+3) for its allies.
Multiattack. The Black Paladin makes 2 attacks with the star steel greatsword.
+2 Star Steel Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6+4) magical slashing damage plus 3 (1d6) radiant damage. The greatsword 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 (3/day). The Black Paladin remains dormant for 1 turn as it builds holy energy to unleash. If the Black 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 Black 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 Black Paladin must succeed on concentration checks whenever sustaining damage or also takes 4 (1d8) force damage. After the dormant turn, the Black Paladin streaks forth in a golden line of pure radiant light, dealing 6 (2d6) radiant damage up to 30 ft. long. Those adjacent to the line take 1 point of radiant damage. The line also goes through materials of less than star steel durability and can also be aimed up or down.
Lay on Hands (50 hit points 1/day). The Black Paladin may heal with a pool of hit points equal to 50 or remove a disease or condition afflicting a creature with a cost of 10 hit points in this pool.
Purify Darkness (5-6 Recharge). The Black Paladin maintains an aura that dispels all magical darkness within 30 ft. of itself for 1 minute. A creature vulnerable to radiant light take 6 (2d6) radiant damage if it ends its turn within 30 ft. of the Black Paladin while it uses the Purify Darkness ability.
Ward of Rasadan (Recharge 5-6). The Black Paladin takes half damage when failing a save against a spell and has advantage on rerolls to lift statuses inflicted by the spell.
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