Medium Humanoid (Half-Orc), Lawful Good
Armor Class 20 (plate + shield)
Hit Points 104 (72d8 + 32)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws WIS +4, CHA +6
Skills Athletics +7, Intimidation +6, Religion +4
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orcish, Thu-Khaz
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Relentless Endurance (1/Long Rest). When Zieg is reduced to 0 hit points and is not killed outright, he can drop to 1 hit points instead.

Divine Smite. When Zieg hits a creature with a melee weapon attack, he can expend one spell slot to deal additional radiant damage to the target. The damage is 9 (2d8) for a 1st level spell slot, and increases by 4 (1d8) for each spell slot level above 1. The damage increases by 4 (1d8) if the creature is a fiend or undead.

Spellcasting. Zieg is a 10th-level spellcaster. His spellcasting ability is Charisma (spell attack bonus +6, spell save DC 14). He knows the following paladin spells prepared:

1st level (4 slots): bless, command, compelled duel, heroism, protection from evil and good, searing smite
2nd level (3 slots): aid, lesser restoration, warding bond, zone of truth
3rd level (2 slots): aura of vitality, blinding smite, crusader's mantle, spirit guardians

Actions

Multiattack. Zieg makes two weapon attacks.

Longsword. Melee Weapon Attack:  +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Lay on Hands. Zieg has a pool of 40 hit points he can use to restore hit points to (1 per) or remove a disease or poison affecting a creature (5 per). He regains expended hit points after a long rest.

Curath's Bastion (1/Day). Zieg creates a 15-foot radius sphere of scintillating light centered on himself for 1 minute. The sphere grants half cover, and creatures inside the sphere have resistance to damage from ranged weapons originating from outside the sphere. While the sphere is active, Zieg's speed is reduced to 0 and he cannot take actions or reactions. He must maintain concentration on the sphere as if it were a spell. Zieg can dismiss the sphere at any time.

Bonus Actions

Channel Divinity (1/Short or Long Rest). Zieg calls upon divine power to invoke one of the following effects:

Champion Challenge. Each creature of Zieg's choice that he can see within 30 feet of him must succeed on a DC 14 Wisdom saving throw: on a failed save, a creature can't move more than 30 feet away from Zieg. This effect ends if Zieg is incapacitated, dies, or the creature is more than 30 feet away from him.

Turn the Tide. Each creature of Zieg's choice within 30 feet of him that can hear him gains 11 (1d6 + 8) hit points if it has no more than half its hit points left.

Reactions

Protection. When a creature Zieg can see attacks a target other than him that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.

Divine Allegiance. When a creature within 5 feet of Zieg takes damage, he can take the damage instead. This damage cannot be reduced in any way, including resistances or immunities.

Monster Tags: NPC

Habitat: ArcticCoastalForestGrasslandHillMountainUnderdarkUrban

simonlucn

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