| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +11 |
| DEX | 12 | +1 | +5 |
| CON | 18 | +4 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +3 |
| WIS | 14 | +2 | +9 |
| CHA | 18 | +4 | +11 |
Incorporeal Movement. The paladin can move through creatures and objects as if they were difficult terrain; it takes 5 (1d10) force damage if it ends its turn inside an object.
Chains of Eternal Penance. Spectral chains constantly writhe around the paladin. Creatures that stun them within 10 feet must succeed on a DC 15 Strength saving throw, or have their speed reduced to 0 until the start of their next turn, if a creature is restrained by them.
A creature restrained by the horseman takes an extra 2d6 necrotic damage at the start.
Corrupted Divine Aura. Enemies within 10 ft. have disadvantage on saving throws against being frightened; undead allies gain advantage on attack rolls.
Multiattack. The paladin makes two attacks with its Chainblade, or one Chainblade attack and one Chain Lash.
Chainblade (Costs 1 Action). A spectral chain lashes out at a creature within 20 ft. Target must succeed on a DC 15 Strength saving throw, or be pulled up to 10 ft. toward the paladin. If pulled into melee range, the target takes 7 (2d6) necrotic damage.
Phantasmal Step (Costs 1 Action). Makes one Chainblade attack.
Chainblade Strike (Costs 2 Actions). The paladin makes one Chainblade attack.
Aura of Judgment (Costs 2 Actions). Creatures of its choice within 10 ft. must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Relentless Chains (Costs 3 Actions). Each creature currently restrained by the paladin’s chains takes 10 (5d6) necrotic damage, or be stunned until the end of their next turn.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The Chained Green Paladin can take 3 legendary actions, choosing them one at a time, only at the end of another creature's turn. This requires spending legendary actions at the end of its turn.
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
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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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