Trait Name. Enter the description for your special trait.
Spellcasting. The Crucible knight is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC #, +# to hit with spell attacks). The Crucible knight has following Paladin spells prepared:
1st level (4 slots): [Cure wounds], [Detect evil and good], [Devine smite]
2nd level (3 slots): [Spiritual weapon], [Zone of truth], [Branding smite]
3rd level (2 slots): [Fly], [Dispel magic]
Multiattack. Ordovis makes 2 attacks, he can exchange 1 attack for Stomp if it is available.
Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., single target. Hit: 12 (2d8 + 3) slashing damage or 14 (2d10 + 3) slashing damage if used with two hands.
Stomp (Recharge 5–6). creates difficult terrain 5ft wide 10ft long in front of Ordovis, any creature in that range must make a DC16 Dexterity saving throw
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
He doesn't speak, He follows any orders given by Father Ceric, He does not fear anything He doesn't even flinch, He wears a bronze colored plate armor that is imbued with holy magic the helmet has a flat top with three bladed horns on the sides and back and a black cape drapes from his shoulders, His shield has a large horn protruding from the center and His sword looks like a greatsword but He uses it like a longsword, no matter how hard you stare you cant see into His helmet but whenever He is imbued with holy magic there is a faint golden glow from the eye slits
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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