Aura of Inexorable Judgment. Any creature that starts its turn within 30 feet of Malthorion must succeed on a DC 18 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this aura for 24 hours.
Unyielding Crusader. Malthorion cannot be paralyzed, stunned, or knocked prone. If reduced to 0 hit points, he rises again with 100 hit points at the next dawn unless his armor is sanctified with holy water and a remove curse spell is cast on it.
Divine Smite (3/Turn). When Malthorion hits a creature with a melee weapon attack, he may expend a use of Divine Smite to deal an additional 5d8 radiant damage. If the target is undead or a fiend, it takes an additional 2d8.
Hellforged Maul. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (3d8 + 7) bludgeoning damage plus 13 (3d8) radiant damage.
Judgment of Flame (Recharge 5–6). Malthorion raises his weapon and calls down holy fire. Each creature of his choice within 30 feet must make a DC 18 Dexterity saving throw or take 36 (8d8) radiant damage and catch fire. On a success, they take half damage and do not ignite. A creature on fire takes 11 (2d10) fire damage at the start of its turn until it uses an action to extinguish the flames.
Turn the Profane (1/Day). All undead and fiends within 60 feet of Malthorion must succeed on a DC 18 Wisdom saving throw or be stunned until the end of their next turn. Any shapeshifters in range must also succeed or revert to their true forms.
Relentless Pursuit. Once per turn, when a creature within 60 feet of Malthorion moves away from him, he can move up to his speed toward that creature as a reaction.
3/round:
Radiant Step. Malthorion teleports up to 30 feet to an unoccupied space he can see and emits searing light. All creatures within 5 feet of where he appears must succeed on a DC 18 Constitution saving throw or be blinded until the end of their next turn.
Crushing Blow. Makes a single melee weapon attack.
Silence the Heretic (Costs 2 Actions). Targets one creature Malthorion can see. That creature must succeed on a DC 18 Wisdom saving throw or be unable to speak or cast spells with verbal components until the end of its next turn.
Description
Tactics:
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Malthorion doesn’t run. He hunts.
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Plays best in foggy graveyards, burning chapels, or catacombs lit by dying torches.
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Encourage tension by describing his echoing footfalls or the faint smell of incense before he arrives.
Lair and Lair Actions
While within the shadow of the desecrated cathedral he haunts:
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The area is considered under a permanent hallow spell twisted to serve him.
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Smite damage deals an extra 1d8 necrotic damage.
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The dead rise as Hollow Knights under his command unless their bodies are destroyed.
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