Berserker Taddy - The variant of Taddy that remained with her Golden Dawn till she became a high ranking member of the order, reversing their direction toward away from genocidal tactics. The order was drawn to the Cursed Isle where a huge war began eventually leading to the destruction of that world.
Brave. The knight has advantage on saving throws against being frightened.
Spellcasting. The Paladin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +5 to hit with spell attacks). It has the following paladin spells prepared:
1st level (5 slots): command, protection from evil and good, thunderous smite
2nd level (4 slots): branding smite, find steed, divine smite
3rd level (3 slots): blinding smite, dispel magic
Multiattack. Berserker Taddy makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 5 (1d6+4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
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.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Shield Bash. Melee Weapon Attack 5ft +5 , one target. Hit: 11 (1d4 + 4) If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
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