Brave. The knight has advantage on saving throws against being frightened
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight 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 d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight 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.
His eyes turn into pools of darkness and two skeletal, ghostly, flightless wings sprout from his back. The instant he transforms, other creatures within 10 feet of him must each succeed on a Charisma saving throw (DC 14) or become frightened of him until the end of his next turn.
His transformation lasts 1 minute. During it, once on each of his turns, he deals an extra 4 necrotic damage to one target when he deals damage to them
Description
Born an Aasimar to a normal human mother and the God Torm. Uriel went down the path of a Paladin with his half sister, another Aasimar and became adventurers together, but after he tried to break the law and attack an innocent person when they got in his way. His sister betrayed him and he lost his Devine powers due to breaking his Oath. He ran away with a new found hatred for his sister and Torm. He was found by Talons who took him under his wing and trained him. Even though he never got his Devine powers. He waits at the circle of thunder, waiting for his sister to try and kill her.
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