Medium Undead (Paladin)
Armor Class 19 Plate
Hit Points 172 (15d12 + 5)
Speed 35 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
4 (-3)
WIS
7 (-2)
CHA
16 (+3)
Saving Throws STR +8, CHA +6
Skills Athletics +11, Intimidation +6, Religion +9
Damage Vulnerabilities Psychic
Damage Resistances Fire, Radiant, Bludgeoning from non magical attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 80 ft, Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces Aldred to 0 hit points, it must make a Constitution saving throw with a DC of 4 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.

Final Stand. Once Aldred is reduced beneath half health he enters a state of rage. He gains advantage on all attack rolls, additionally he may use his bonus action to take an additional attack with his halberd.

Actions

Multiattack. Aldred can make two attacks with his unarmed strike or Ancient Halberd.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage. 

Ancient Halberd. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 17 (2d10 + 6) slashing damage. 

Bonus Actions

Kneel Before the Fury. As a bonus action Aldred can force a creature within 10 ft to make a DC 15 strength saving throw or be knocked prone.

Reactions

Kick: When a player makes a successful melee attack against Aldred he can use his reaction to make one unarmed strike against the creature. If the attack hits the creature is also pushed up to 10 feet.

Legendary Actions

Aldred 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. Aldred regains spent legendary actions at the start of its turn.

Champions Charge (Costs 2 Actions). Aldred moves his full movement speed without provoking opportunity attacks and any creature he passes during this action he can make an attack with his halberd against. He can only target each creature a single time with this action.

Thou Shall Not Flee(Costs 1 Action). Aldred throws his halberd at a creature within 40 ft, making an attack against the creature. The creature then must make a DC 17 strength saving throw or be pulled 30 ft towards Aldred as the halberd magically returns to his hand, pulling the creature along with it.

Begone Heretic (Costs 1 Action). Aldred throws his halberd at a creature within 30 ft, making an attack against the creature. The creature must succeed a DC 17 strength saving throw or be pushed 20 ft in a straight line away from Aldred. His halberd then magically returns to his hand.

Lair and Lair Actions

Aldreds lair is a large temple built into the side of a volcano. Magma flows inside against the walls, acting as a source of light. 

Lair Actions

On initiative count 20 (losing initiative ties), Aldred takes a lair action to cause one of the following effects; Aldred can’t use the same effect two rounds in a row:

  • Magma erupts from the floor at a point Aldred can see within 120 feet of him, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Aldred can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • Flames explode up from the ground creating a wall of fire on a solid surface within 120 feet of Aldred. The wall can be up 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick, this wall is opaque. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

 

Bruenirbattlehammr

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