Medium Humanoid, Lawful Good
Armor Class 18 Half Plate
Hit Points 84 (8d8 + 16)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0)
WIS
9 (-1)
CHA
16 (+3)
Saving Throws DEX +5, INT +2
Skills Intimidation +6, Performance +6, Persuasion +6, Religion +10
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 14
Languages Celestial, Common, Dwarvish Any one language (usually Common)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

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

Actions

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.

 

Bonus Actions

thunderous smite

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.

Reactions

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.

Habitat: Urban

Eclectic_Hawk

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