Medium Humanoid (Half-Elf), Lawful Good
Armor Class 20 Magic +2 Plate
Hit Points 72 (10d10 + 42)
Speed
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws WIS +5, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Passive Perception 15
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Special Trait Name. 

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Spellcasting. The Captain is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Captain has following Paladin spells prepared:

1st level (4 slots): Bless, Cure Wounds, Shield of Faith

2nd level (3 slots): Branding Smite, Gentle Repose, Zone of Truth

3rd level (3 slots): Aura of Vitality, Elemental Weapon

Actions

Multi Attack. Can Attack twice 

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (1d8 + 6) [damage type] damage + (1d8) Radiant damage. 

Action Ranged Attack. Ranged Weapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit: (1d8 + 6) Bludgeoning damage + (1d8) Radiant damage.

Master Craft Warhammer - versatile (2d4) - Sundering +2 dmg to metal or heavy leathers/chitins - Thrown (30/60)

 

Grace_IV

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