Frightful Presence. At the beginning of combat, the Paladin lets out a high-pitched screech and everyone must make a DC15 wisdom saving throw or be frightened.
Retreat. Once the Paladin loses all its hit points, instead of dying, it remounts its horse or wyvern and attempts to flee. It also drops a Broken Oathring.
Multiattack. The Paladin makes two longsword attacks, one longsword attack and inflict wounds, or its breath weapon.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Inflict Wounds. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d10) piercing damage.
Breath Weapon (Recharge 5–6). The veteran exhales fire, acid, lightening, cold, or poison in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire, acid, lightening, cold, or poison damage on a failed save, or half as much damage on a successful one.
One use of Counterspell
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