Medium Humanoid, Typically Chaotic Good
Armor Class 18 Anointed Robes
Hit Points 125 (13d8 + 67)
Speed 35 ft.
STR
12 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +6, INT +5, WIS +6
Skills Arcana +8, Insight +9, Intimidation +8, Perception +9, Religion +8
Damage Resistances Damage from Spells
Condition Immunities Charmed, Frightened
Senses Truesight 30, Passive Perception 17
Languages Celestial, Common, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Witchfinder has advantage on saving throws against spells and other magical effects.

Assassinate. During its first turn in combat, the Witchfinder has advantage on attack rolls against any creature that hasn't taken a turn. Any hit it scores against a surprised creature is a critical hit.

Arcane Sensitivity. The Witchfinder may caste detect magic and Detect Evil and Good at will without an action.

 Gunnery Master. the Witchfinder may reload his dragons as a bonus action.

Actions

Multiattack. The witchfinder general makes two attacks, once with his broadsword, once with his torch, or up to twice with his dragons.

Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d8+6) magical slashing damage.  If the Witchfinder rolls an 18 or higher, he performs a Smite attack and deals an additional 9 (2d8) radiant damage. 

Torch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6+6) magical bludgeoning damage and 7 (2d6)fire damage.

Dragon (2/reload). Ranged Weapon Attack: +6 to hit, range 20/60., one target. Hit: 11 (2d4+6) piercing damage.

Bonus Actions

Magic Suppression Field (1/day). As a bonus action, the witchfinder may activate a magic suppressing field. This field maybe cast either on itself, a creature within sight, or an area the witchfinder is familiar with. The anti magic field covers a 60 ft radius and any creature not allied with the witchfinder that attempts to cast a spell within this area must succeed a dc-17 wisdom saving through or the spell fails and the slot is wasted. Any creature casting spells that require concentration have disadvantage on both the initial role and their saves to maintain concentration in the following turns. This anti magic field last 10 minutes, or until dispelled by either the witchfinder that cast it or another one allied to it.

Crucifix Storm (3/day). As a bonus action, the witchfinder throws 3 crucifixes at his enemies. Each Crucifix hits a creature of his choice that he can see and deals 6(1d4+3) piercing damage to its target. The crucifixes all strike simultaneously, and you can direct them to hit one creature or several.

Reactions

Arcane Deflection:  The Witchfinder may use a reaction to add +2 to their AC until the start of their next turn.

Counter Attack. When a creature targets  The Witchfinder with a melee attack, he uses his reaction to make a cutlass attack against the creature. Additionally, any time a creature attempts to make a melee attack against him and rolls a natural 1 on the attack roll, he hits the creature regardless of his attack roll.

Legendary Actions

The Witchfinder General can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn, or as a reaction. The Witchfinder General regains spent legendary actions at the start of its turn.

Reflect (Costs 2). If the captain is targeted by spell or would be affected by a spell that creates an area of effect and the spell is 7th level or lower, the spell is reflected to the creature casting it, or centered on the creature if it has an area. If it is casting a spell of 8th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level.

Retaliation. The Witchfinder makes a single attack against a creature that hit it with a melee attack since the end of its last turn.

Move. The Witchfinder moves up to its speed without provoking opportunity attacks.

Mythic Actions

Hail Mary Crucifix Stab. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 50 (10d10) radiant damage. Upon reaching 0hp, the Witchfinder, driven by desperation or determination, channels all their remaining strength and fury into one last devastating strike. Once hit, the target must make a DC 24 Constitution saving throw or be incapacitated for the next 7(2d6) hours. If the target is knocked down to zero hit points or lower, lithium may choose to have an encounter with Baron LaCroix in the Ethereal Plane en lue of making death saves.

Description

Enter a general description for your monster here.

Habitat: Urban

oofoff_the_bastard

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