Medium Humanoid (Human, Paladin), Lawful Good
Armor Class 23 (plate)
Hit Points 264 (21d10 + 148)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +9, CHA +10
Skills Athletics +9, Medicine +8
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Resistances All
Condition Immunities Blinded, Deafened, Frightened, Petrified, Stunned
Senses Passive Perception 17
Languages Abyssal, Common, Common French, Draconic, Elvish, Giant, Godstongue, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. Crowdin has advantage on saving throws against spells and other magical effects.

Unusual Nature. Crowdin suffers none of the drawbacks of old age and can't be aged magically.

Lay on Hands. Crowdin has a pool of healing power that can restore 110 HP per day. As an action, he can touch a creature to restore any number of HP remaining in the pool, or 5HP to either cure a disease or neutralize a poison affecting the creature. 

Actions

Multiattack. Crowdin makes two Platinum Tongue attacks.

Platinum Tongue. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 8 (2d6) fire damage.

Destructive Wave (Recharge 6). Crowdin strikes the ground, creating a burst of divine energy that ripples outward from him. Each creature he chooses within 30 feet of him must succeed on a Constitution saving throw (DC 17) or take 17 (5d6)  thunder damage, as well as 17 (5d6)  radiant damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Spellcasting. Crowdin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect evil and good, create food and water, ceremony, purify food and drink

1/day: banishment (cast at 6th level)

1/month: raise dead

Bonus Actions

Smite. Immediately after Crowdin hits a target with an attack roll, Crowdin may add 14 (3d8)  radiant damage.

Reactions

Psychic Push. When Crowdin takes damage from a creature within 10 ft. of him, he can force the creature to make a STR saving throw (DC 17). On a failure, the target takes 7 (2d8)  force damage and is pushed up to 10ft. away from him. On a success, the target takes half damage and isn't pushed.

Pariah's Shield. When a creature within 5 ft. of Crowdin takes damage, he may take that damage instead. The damage type becomes force and is unaffected by resistance.

Legendary Actions

Crowdin can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Crowdin regains spent legendary actions at the start of his turn.

Nature's Wrath. Crowdin can cause spectral vines to spring up and reach for a creature within 10 ft. of him that he can see. The creature must succeed on a STR or DEX saving throw (its choice, DC 17) or be restrained. It can repeat the saving throw at the end of each of its turns, freeing itself (the vines disappear) on success. 

Aura of the Ancients. Crowdin chooses any number of friendly creatures within 30 ft. of him. Those creatures are affected by one of the following effects (Crowdin's choice).

Heal. Those creatures heal 10 HP.

Purify. All conditions on those creatures end.

Dispel. All spell effects on those creature end.

BizNicMG

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