Blood Hunter Eclipse - The variant of Taddy that is stuck in werewolf form.
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. Blood Hunter Eclipse makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage. (1d6) Fire 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. Lucian adds 4 to its AC against any melee attack that would hit it this turn. To do so, the user must see the attacker and be wielding a melee weapon.
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