Medium Humanoid, Lawful Good
Armor Class 22 (+2 Plate of the Light Bearer, Amulet of Light)
Hit Points 150 (12d10 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +5, WIS +7, CHA +8
Damage Resistances Necrotic, Radiant
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft. (grafted eye), Passive Perception 16
Languages Celestial, Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Divine Aura. While the paladin is not incapacitated it extends a 10 foot aura from it in every direction, but not through total cover. If a creature is within the aura takes radiant damage, you can use your reaction to deal extra radiant damage to that creature equal to twice your paladin level.

Magic Resistance. The paladin has advantage on saving throws against spells and other magical effects.

Righteous Aura. Unless the paladin is incapacitated, it and creatures of its choice within 60 feet of it have advantage on saving throws.

Light Bearer. Arathas know the light cantrip. Charisma is your spellcasting ability for it.

Spellcasting. The paladin is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, cure wounds, searing smite, heroism

2nd level (3 slots): branding smite, wrathful smite, hold person, locate object, zone of truth

3rd level (3 slots): dispel magic, crusader's mantle, revivify

4th level (1 slots): banishment, death ward, aura of purity, staggering smite

Actions

Multiattack. The paladin makes two greatsword attacks.

+2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:  9 (2d6 + 7) slashing damage, plus 8 (2d8) radiant damage.

Radiant burst (1/Day). The paladin hurls a magical ball of light that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 12 (5d6) fire damage and 12 (5d6) radiant damage on a failed save, or half as much damage on a successful one.

Holy Strike (recharge 5-6). The paladin charges its weapon with holy power, on a hit it deals an extra 12 (4d6) radiant damage, healing it for half the damage dealt. 

Holier Than Thou. As a bonus action, the paladin can deal 1d6 radiant damage to all living creatures within 60 feet. The paladin heals an amount equal to the total number of hit points drained. 

Radiant Soul (1/rest) The paladin can use his action to unleash the divine energy within himself causing his eyes to glimmer and two luminous, incorporeal wings to sprout from his back.

The transformation lasts for 1 minute or until he ends it as a bonus action. During it, he has a flying speed of 30 feet, and once on each of his turns, you can deal extra radiant damage to one target when he deals damage to it with an attack or a spell. The extra radiant damage equals his level. (12)

Healing Hands (1/rest). As an action, the paladin can touch a creature and cause it to regain a 12 hit points.

Reactions

Parry. The paladin adds 6 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.

Description

Amulet of Light (rare, requires attunement by a paladin): This magical amulet shines with a magical aura spreading bright light in a 20 foot radius, and dim light for an additional 20 feet. It also grants you a +2 bonus to AC, and allows you cast {spell]sunbeam[/spell] 1/day. 

Ace88

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