Medium Humanoid (Human), Lawful Evil
Armor Class 18 (platemail)
Hit Points 90 (10d10 + 26)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws WIS +6, CHA +8
Skills Athletics +8, Deception +10, Intimidation +10, Stealth +8
Senses Darkvision Works even in magical darkness. 120ft., Passive Perception 13
Languages Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The commander is a 13th-level caster that uses Charisma as its spellcasting ability (spell save DC 18; +10 to hit with spell attacks). The commander knows the following spells from the paladin and warlock spell lists:

Cantrips (at will): Eldritch Blast, Guidance, Lightning Lure, Mind Sliver, Resistance

1st Level (4 slots): Armor of Agathys, Command, Detect Magic, Divine Favor, Inflict Wounds, Shield of Faith, Thunderous Smite

2nd Level (3 slots): Darkness, Hold Person, Invisibility, Mind Spike, Spider Climb, Spiritual Weapon

3rd Level (2 slots): Counterspell, Fly

Channel Divinity. As a paladin of conquest the paladin has two options for this feature:

Conquering Presence: It can use its Channel Divinity to exude a terrifying presence. As an action, it forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike: It can use its Channel Divinity to strike with supernatural accuracy. When it makes an attack roll, it can use its Channel Divinity to gain a +10 bonus to the roll. It makes this choice after the roll, but before the DM says whether the attack hits or misses.

Divine Sense. As an action, the paladin can detect good and evil. Until the end of its next turn, it can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft of it that is not behind total cover. It can use this feature 6 times per long rest.

Lay On Hands. The paladin has a pool of healing power that can restore 40 HP per long rest. As an action, it can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Divine Smite. When the paladin hits with a melee weapon attack, it can expend one spell slot to deal extra 2d8 radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.

Divine Health. The commander is immune to disease.

Aura of Conquest. While conscious, all frightened creatures within 10ft. of the commander have their speed reduced to 0 and take 4 psychic damage if starting their turn in the aura.

Aura of Protection. While conscious, the commander grants all allies (including itself) within 10ft. a +5 bonus to all saving throws.

Dark One's Blessing. When the commander reduces an enemy to 0 HP, it gains 10 temp HP.

Eldritch Invocations. The commander has three boons granted by its patron.

Devil's Sight: It can see normally in darkness, both magical and not, to a distance of 120 ft.

Agonizing Blast: When the commander casts Eldritch Blast, it adds +5 to the damage it deals on a hit.

Mask of Many Faces: The commander can cast Disguise Self at will, without expending a spell slot.

Pact of the Blade. The commander has made its spear +1 a pact weapon. It can place the weapon into an extradimensional pocket or draw it from said pocket as an action.

War Caster. The commander has advantage on CON saving throws to maintain concentration on spells. It can perform the somatic components of spells even while holding its spear +1 in one or both hands. It can use its reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

Shadow Touched. The commander may cast the spells Invisibility and Inflict Wounds once each per long rest without expending any spell slots.

Actions

Multi Attack. The commander makes two attacks with its spear.

Spear +1 (2-handed). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Spear +1 (thrown). Ranged Weapon Attack: +9 to hit, range 20 / 50 ft., one target. Hit: 8 (1d6 + 4) piercing damage.

Description

A violent terrorist in every way. The church's paladin commanders have all sold their souls to fiends for greater power. They revel in their victim's suffering and go to great lengths to extend it for as long as possible, often healing their targets just to prolong their torture.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

LupenTheVoidWolf

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