Large Elemental, Lawful Good
Armor Class 19 (half-plate, natural armor)
Hit Points 138 (12d10 + 72)
Speed 45 ft., Fly 15 ft. (hover)
STR
20 (+5)
DEX
17 (+3)
CON
23 (+6)
INT
19 (+4)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws STR +10, DEX +8, CON +11, INT +9, WIS +9, CHA +11
Skills Animal Handling +7, Insight +12, Perception +7, Persuasion +12, Religion +12
Damage Immunities Poison, Radiant
Senses Darkvision 300 ft, Truesight 90 ft, Passive Perception 19
Languages Celestial, Primordial, Telepathy 80 ft Understands Common but can't speak it
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Cavalier. the cavalier has the "cavalier" subtype.

Innate Spellcasting. The cavalier's spellcasting ability is Charisma (spell save DC 18). The cavalier can innately cast the following spells, requiring only somatic components:

At will: detect evil and good, aura of vitality, branding smite

3/day: commune

1/day: beacon of hope, dawn

Radiant Light. The cavalier radiates bright light in a 40 ft radius and dim light for an additional 60 ft. Each good-aligned ally of the cavalier and Celestial within the area of the light has advantage on saving throws against being blinded or frightened and regains 9 (2d8) hit points at the start of each of their turns if they are at half health or lower. Any Fiend in the area of the light takes 3 (1d6) radiant damage at the start of each of their turns and has disadvantage on saving throws against being blinded or frightened.

Dawn Mount. If the cavalier isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, summoning it from the Upper Planes. When the cavalier teleports, it appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not incapacitated, the cavalier and its mount can't be surprised, have advantage on Dexterity saving throws and saving throws against being inflicted with conditions, and have resistance to necrotic damage. If the cavalier is reduced to 0 hit points while mounted, the mount is reduced to 0 hit points as well.

Death Throes. When the cavalier dies, each good-aligned ally of the cavalier and Celestial that can see and hear the cavalier when it dies recharges all 5th level or lower spell slots.

Fiend Smiter. The cavalier has a +1 bonus to hit and on damage and advantage on attack rolls against Fiends.

Lance Master. The cavalier ignores the special properties of a lance when it wields one.

Actions

Multiattack. The cavalier makes three attacks.

Dawn Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 14 (4d6) radiant damage.

Dawn Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) radiant damage.

Dawn Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6).

Enlightening Leadership (Recharges after a Short or Long Rest). For 1 minute, the cavalier can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the cavalier. A creature can benefit from only two Leadership die at a time. This effect ends if the cavalier is incapacitated.

Deathly Summoning (4/Day). Whenever the cavalier kills an evil-aligned creature, destroys a magic item that was used in an evil act within the last 24 hours or is sentient and evil-aligned, or succeeds on avoiding a necromancy spell, it magically summons a Dawnlight Golem that appears within 20 ft of the cavalier and is under the control of a creature hostile to the cavalier that the cavalier chooses. The golem stays for the next hour or until reduced to 0 hit points. 

Reactions

Parry. The cavalier adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Legendary Actions

The cavalier can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cavalier regains spent legendary actions at the start of its turn.

Detect. The cavalier makes a Wisdom (Perception) check.

Lesser Spellcasting. The cavalier casts one of its 'at will' or '3/day' spells.

 

Dragonekillax2

Comments

Posts Quoted:
Reply
Clear All Quotes