Magic Resistance. Xephan has advantage on saving throws against spells and other magical effects. Allies within 30 ft. of Xephan can also confer this benefit.
Marshal Allies. Unless Xephan is incapacitated, it and allied creatures of his choice within 60 feet of him have a +7 bonus on saving throws.
Spellcasting. Xephan is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Xephan can cast burning hands at will. He has the following paladin spells prepared:
1st level (4 slots): armor of agathys, bane,command, protection from evil and good, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, hold person, lesser restoration, spiritual weapon, zone of truth
3rd level (3 slots): bestow curse, crusader's mantle, dispel magic, elemental weapon, revivify, spirit shroud
4th level (3 slots): aura of purity, death ward, dominate beast, locate creature, stoneskin
5th level (2 slots): circle of power, cloudkill, destructive wave, dominate person
Rebuke the Opposition. Whenever a creature hits Xephan with an attack, the creature takes 10 (2d8) psychic damage.
Waves of Despair. Any creature within 30 ft. of Xephan take 5 (1d8) psychic damage at the start of their turn. If a creature takes this damage and has less than half their hit points, they have disadvantage on Wisdom saving throws until the start of their next turn
Multiattack. Xephan makes three Holy Longsword attacks. He can repace one attack with a use of Spellcasting.
Holy Longsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) radiant damage.
Healing Touch (2/Day). Xephan touches a creature within 5 ft. of him, and that creature regains 100 hit points and all spells on the creature are dispelled.
Immolation Orb (1/Day). Xephan hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
Strike Fear (2/Day). Xephan forces chosen creatures within 30 ft. of him that he can see to make a DC 21 Wisdom saving throw or they become frightened for 1 minute. If a creature is frightened in this way, the creature is also paralyzed. Creatures can repeat the saving throw at the end of each of its turns.
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
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