| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +5 |
| CHA | 17 | +3 | +6 |
Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Aura. You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. You and your allies in the aura gain a +3 bonus to saving throws.
Spellcasting. The arcanum knight is a 9th-level spellcaster. The arcanum knight's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The arcanum knight has the following paladin spells prepared:
- 1st level (4/day): bless, compelled duel, command, Armor of Agathys, Thunderous Smite
- 2nd level (3/day): Find Steed (1/day for free), Shining Smite
- 3rd level (2/day): Fear, Revivify, Sunlight
Multiattack. Makes two weapon attacks, reach 5ft.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 9) slashing damage. Will deal 5 damage on miss.
Abjure Foes(1/day). As an action, Cormac can force three creature of its choice that can be seen within 30 feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Divine Smite. Due to his weapon, Cormac can always use level 1 Divine Smite for free.
Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
Description
Elite of the Arcanum
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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