Medium or Small Humanoid (Paladin), Neutral
AC 20    Initiative +4 (14)
HP 100 (13d8 + 52)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 18 +4 +14
Mod Save
INT 10 +0 +0
WIS 14 +2 +10
CHA 13 +1 +9
Skills Athletics +6, Perception +4
Resistances Cold, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 feet; Passive Perception 14
Languages Common
CR 5 (XP 1,800; PB +3)
Traits

Aura of Tyranny.
Creatures of the Officer’s choice within 30 feet must make a DC 14 Wisdom saving throw at the start of their turn or have disadvantage on attack rolls until the end of their turn.

Planar Tether.
When the Crimson Guard officer is reduced to 0 HP, it leaves behind a fragment of its soul. Once per long rest, it can revive itself at half hit points in 1d4 rounds unless the area is sanctified with holy magic.

Bound by Blood.
When reduced to 0 hit points, the Footman explodes into crimson mist. Each creature within 20 feet must succeed on a DC 13 Constitution saving throw or take 2d10 force damage.

Actions

Actions:

Multiattack.
Makes two attacks with Thornblade.

Thornblade (Greatsword).
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6+4) slashing damage plus 7 (1d12) necrotic damage.

Necrotic Pulse (Recharge 5–6).
As a bonus action, the officer channels dark energy into their blade. For 1 minute, their Crimson Greatsword deals an extra 1d10 necrotic damage per hit. This effect ends early if the officer is incapacitated.

Bonus Actions

Commander's Will 

As a bonus action, the Officer can command two Crimson Guard allies within 60 feet to immediately make an attack or move up to half their speed.

 

Reactions

Crimson Grasp
One creature within 30 feet must make a DC 15 Strength saving throw or become Restrained by spectral thorny vines (escape DC 15)

Legendary Actions

 

  • Attack (1 Action): Make a Crimson Greatsword attack.

  • Issue Command (2 Actions): Use Tactical Orders.

 

Habitat: Any

stealthweb