Small Beast (Paladin), Lawful Good
Armor Class 22 Dogplate of Invulnerability
Hit Points 210 (21d10)
Speed 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws STR +14, DEX +13, CON +17, INT +11, WIS +14, CHA +21
Skills Animal Handling +10, Arcana +8, Insight +5, Perception +9, Persuasion +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Gear Zeal
Senses Blindsight 120 ft., Tremorsense 80 ft., Truesight 20 ft., Passive Perception 19
Languages Celestial Can read and understand but cannot speak, Common Can read and understand but cannot speak Understands Common and Celestial but cannot speak it
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Divine Light. Calaban emits bright light in a 120-foot radius and dim light for an additional 120 feet. Creatures of Calaban’s choice in the aura have disadvantage on attack rolls and saving throws against spells and abilities that deal radiant damage.

Creatures that start their turn within the bright light take 20 radiant damage unless they succeed on a DC 25 Constitution saving throw

Spellcasting. Calaban the Valourous is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +9 to hit with spell attacks). Calaban has the following Paladin & Cleric spells prepared:

Cantrips: Celestial Burst, Word of Radiance, Dawnfire
1st level (8 slots): Bless, Compelled Duel, Detect Evil and Good, Divine Favor, Sanctuary, Shield of Faith, Thunderous Smite, Wrathful Smite, Holy Word, Detect Magic, Identify
2nd level (6 slots): Branding Smite, Gentle repose, Prayer of Healing, Chains of the Deity, Spear of the Inquisitor, Divine Smite
3rd level (6 slots): Crusader's Mantle, Blinding Smite, Daylight, Revivify, See Invisibility, Silence
4th level (6 slots): Guardian of Faith, Staggering Smite, Supernal Smite, Behold, Holy Glare
5th level (4 slots): Banishing Smite, Geas, Dominate Person, Greater Restoration, Holy Weapon, Mass Cure Wounds, Splattering Smite, Summon Celestial, White Corona, Dawn, Hallow, Flame Strike, Dispel Magic, Remove Curse
6th level (4 slots): Crown of Radiance, Sunbeam, Heal, Heroes' Feast
7th level (4 slots): Resurrection, Regenerate, Divine Word, Conjure Celestial, Arcane Eye, Locate Creature
8th level (4 slots): Sunburst, Holy Aura
9th level (4 slots): Affair of Honor, Final Justice, Godsmack, Mass Revival, Storm of Redemption, Judgement Bolts, Power Word Heal, Astral Projection, Mass Heal, Creation

Inspiring Leader. Calaban can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

War Caster. Calaban has practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • He has advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • He can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from him, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Sentinel. Calaban has mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When he hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from him even if they take the Disengage action before leaving his reach.
  • When a creature within 5 feet of him makes an attack against a target other than him (and that target doesn't have this feat), he can use his reaction to make a melee weapon attack against the attacking creature.

Squat Nimbleness. Calaban is uncommonly nimble for his race. He gains the following benefits:

  • He gains proficiency in the Athletics skill.
  • He has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check he makes to escape from being grappled.

Blood Hound. Calaban's senses are heightened beyond that of most folk. Whether these senses were strengthened through training, the loss of other senses, or they simply matured as he did, he is a master of finding those whom he seeks. He gains the following benefits.

  • Motion Sensor. Whenever a creature that is Small or larger moves within 10 feet of him while he does not have the Unconscious condition, he immediately becomes aware of its presence.
  • No Hiding. Calaban has Advantage on Wisdom (Perception) checks that rely on sound or smell.

Boon of the High Seraph. 

Actions

Zeal. Melee Attack: +15, reach 50 ft., one target. Hit: 13 (1d10+8) bludgeoning damage & (3d10) radiant damage.

  • Hammer of Heaven. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with it, the target takes an extra (2d10) Radiant damage.
  • Champion of Good. While holding Zeal, you have Immunity to the Charmed, Frightened, Paralyzed, and Stunned conditions.
  • Zealous Pursuit. You can take a Bonus Action to toss the hammer into the air, causing it to hover magically in your space. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 50 feet to another spot within 50 feet of you. As part of the same Bonus Action, you can either grasp the weapon if it is within reach, or cause it to attack one creature within 5 feet of the weapon. The weapon uses your attack roll and adds your ability modifier to the damage rolls. The weapon ceases to hover if you grasp it, if you are more than 50 feet away from it, or if you die.
  • Spells. While the hammer is on your person, you can cast Beacon of Hope, Earthquake, or Heroism (save DC 18) from the weapon. Once you use Zeal to cast a spell, that spell can’t be cast again from it until the next dawn.
  • Destroying the Hammer. The only thing capable of damaging Zeal is its fiendish twin Ardor. A creature wielding Ardor can choose to attack Zeal, which has an Armor Class of 21 and 300 Hit Points. No other creature or object can damage Zeal.

Luminous Strike. Melee Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 8) radiant damage. The target must succeed on a DC 25 Constitution saving throw or be blinded until the end of its next turn.


Blinding Ray.
 
Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 45 (10d8) radiant damage. The target must succeed on a DC 25 Dexterity saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of its turn.


Light Surge.
 
Calaban emits a wave of searing light in a 30-foot radius. All creatures in the area must succeed on a DC 25 Constitution saving throw or take 60 (10d10) radiant damage and be pushed 20 feet away.


Solar Flare (Recharge 5–6). 
Calaban releases a blinding burst of light in a 90-foot radius. All creatures within range must succeed on a DC 25 Dexterity saving throw or take 70 (20d6) radiant damage and be blinded for 1 minute. A blinded creature can repeat the save at the end of its turn.

Reactions

Attack of Opportunity. When a hostile creature that Calaban can detect moves out of his reach, he can make a melee attack

Legendary Actions

Calaban can take 3 legendary actions, choosing from the options below:

Illuminate. Calaban targets one creature within 120 feet. The creature must succeed on a DC 25 Dexterity saving throw or be outlined in glowing light. Attacks against the target have advantage until the end of Calaban’s next turn.

Radiant Barrage. Calaban makes a Blinding Ray attack.

Ethereal Shift. Calaban teleports up to 60 feet to an unoccupied space he can see.

Description

The Blessed Legendary Hero, alongside his brother-in-arms Arkaine is best known for slaying the Ancient Black Dragon Frildrurth, The Tyrant of The Black Mire. Tales of his deeds have spread far and wide across Etharis, standing as a rare beacon of light and hope in a land of perpetual dread, fear and ruin. Blessed by the Arch-Seraphs Empyreus and Zabriel, this diminutive Paladin carries with him an immense power. Woe be to any dark creature who dare face him.

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2026 4:22:22 AM
9
1
5e
Coming Soon

Monster Tags: beast companion

Habitat: Any

Lord_Balkan

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