Turning Defiance. Cedric Emberheart is immune to turning and any other undead within 30 feet of it have advantage on saving throws against effects that turn Undead.
Unusual Nature. The commander doesn’t require air, food, drink, or sleep.
Syphon Necrotic Energy. A power granted by the Soulmonger fragment. Cedric Emberheart can replace one of his attacks to drain the necrotic energy from any undead within 60ft of 4 hit dice or less. The undead is destroyed (it is considered a critical hit in regards to zombies) and Cedric Emberheart gains half the hit points of the undead he drains.
Amulet of Arcane Defense. As a bonus action, Cedric Emberheart can activate the the amulet, gaining resistance from magic damage of any type caused by a spell or cantrip until the beginning of his next turn. This can only be done 3 times per long rest. If the last charge is used, there is a 10% chance the amulet is destroyed. The amulet regains all expended charges after a long rest.
Multiattack. Cedric Emberheart makes two Longsword or Longbow attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Martial Fury. The commander makes one Longsword or Longbow attack, which deals an extra 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn.
Parry Master. Cedric Emberheart can use his reaction to add +3 to his AC against melee attacks until the beginning of his next turn.
Description
Cedric Emberheart haunted a long forgotten battlefield for generations. It was not until a servant of Pakta found it and released it from its curse only to serve the lich. In return Cedric has eagerly done as commanded and killed anything and everything he is pointed towards.