Large Beast, Neutral Evil
Armor Class 17 Half Plate
Hit Points 110 (10d10)
Speed 45 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)
Skills Athletics +6, Intimidation +7, Perception +6
Condition Immunities Frightened, Grappled
Gear Flame imbued Great Sword
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aura of Menace. Enemies within 10 feet of the captain have disadvantage on saving throws against being frightened.

Divine Smite (3/Day). When the captain hits a creature with a melee weapon attack, it can expend a spell slot to deal radiant damage in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, up to a maximum of 5d8.

Shapechanger. The captain can use its action to polymorph into a wolf-humanoid hybrid or back into humanoid form. Its statistics remain the same, except speed increases to 40 ft. in hybrid form, and it gains advantage on Wisdom (Perception) checks relying on smell.

Spellcasting. The captain is a 5th-level spellcaster (paladin spells). Spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Known spells include:

  • 1st level (4 slots): shield of faith, bane, command
  • 2nd level (3 slots): hold person, spiritual weapon
  • 3rd level (2 slots): bestow curse
  • 5th level (100 HP): Healing hands 
Actions

Multiattack. The captain makes two melee attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Oath Broken Paladin. Has access to certain Paladin healing spells or attack spells 

Bonus Actions

Dark Smite (Recharge 5–6). The captain imbues its weapon with dark energy. The next melee weapon attack deals an additional 14 (4d6) necrotic damage and the target’s speed is halved until the end of its next turn.

Reactions

Parry. The captain adds +3 to AC against one melee attack that would hit it. Must see the attacker and wield a melee weapon.

Legendary Actions

Rallying Cry (Costs 1 Actions). The captain lets out a commanding shout. Up to two allies within 30 feet gain temporary hit points equal to 1d8 + the captain’s Charisma modifier (minimum 1).

 

Description

This Blood fang Captain is a fearsome dark paladin, blending martial skill with twisted divine magic fueled by lycanthropy. He leads with ruthless discipline and inspires fear and fanatic loyalty in his pack, wielding both sword and shadow to crush enemies.

Mogorimi

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