Medium Humanoid, Chaotic Good
AC 22    Initiative +10 (20)
HP 250 (20d10)
Speed 45 ft.
Mod Save
STR 24 +7 +16
DEX 16 +3 +3
CON 22 +6 +15
Mod Save
INT 16 +3 +3
WIS 18 +4 +4
CHA 18 +4 +4
Resistances All
Immunities Radiant; Frightened, Poisoned
Gear 'Judgement Armor, Tyr's Deliverance
Senses Passive Perception 20
Languages None
CR 30 (XP 155,000; PB +9)
Traits

Blessed Warrior - All attacks deal Radiant damage and add religion modifier to attack rolls.

Judgements Crown - Grants the wearer Truesight

Divine Judge - Judgement Armor grants Divine resistance - Resistance to all damage and healed by Radiant.

Gauntlets of Judgement - Add religion modifier to unarmed strike damage.

Juggernaut - Advantage on CON saves and STR checks immune to Poison and Frightened condition.

Divine Aura - This Creature and its allies reflect 2D6 Radiant damage to attackers and Deal and additional 2D6 Radiant per attack and Gain +2 to AC

Actions

Multiattack - Caezar takes 2 attacks per round

Spell Slots -  4/3/3/3/2. 1st - 5th

Tyr's Deliverance - +15 to Hit 4D6 Bludgeoning + 2D8 + 13 Radiant

Hands of Judgement - Unarmed Strike +15 to hit 10 Bludgeoning + 2D8 + 13 Radiant

Holy Light - 5th Level Heals the target for 6D8 + 12 

Divine Smite - On a successful strike deal an additional 2D8 Radiant increases by 1D8 for spell slots above 1st

Hammer of Wrath - If the Target is below 30 Health make a ranged spell attack throwing a hammer of Divine energy to execute the target. +12 to Hit

Bonus Actions

Flash of Light -  4th Level heals the target for 3D8 + 12

Seal of the Crusader - Grants the user 1 additional attack action but reduces the attacks hit die size by 1.

Seal of Command - On successful attack roll a D4 on a 1 or a 4 proc additional 2D6 Radiant damage.

Hammer of Justice -  Constitution SAV DC 18 or the target is stunned until the end of your next turn.

Seal Judgement - Free action if a Seal is active, Consumes active Seal

Crusader -  The target becomes Vulnerable to Radiant damage for the next 10 minutes.

Command - Deals 2D6 Radiant damage, if the target is stunned deals 6D6 Radiant damage

Blessing of Freedom - Removes any movement imparing effects and is not subject to difficult terrain for 6 seconds.

Lay on Hands - Pool of 100

Reactions

Repentance - Force the target to repent their sins incapacitating them for 1 minute or until damage taken. Wisdom SAV DC 16. They may repeat this save at the end of their turn at disadvantage.

Rebuke - You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Attacks of opportunity

 

Legendary Actions

Legendary Resistance - 3/Day

Tyr's Deliverance - 1/Day Heals Caezar and 3 creatures of his choice for 5D6 every round on the creatures turn for 3 rounds.

Divine Favor - 3/Day Cast Holy Light on a target of your choosing this cast is protected and crits.

Wrath of the Avenger - 2/Day Divine Wings burst forth from your back granting fly speed equal to your walk speed and both Seal of the Crusader and Command. Judging these seals no longer removes them. Last for 3 rounds. Wings persist for 1 hour.

Mythic Actions

Execution Sentence - Using the stored Divine energy within Tyr's Deliverance Call down hammers of light on all Evil aligned creatures or up to 5 enemies. Dealing 200 True damage. Consecrating the ground upon impacting in a 5ft radius creating difficult terrain for Evil creatures and dealing an additional 30 Radiant damage upon entering and remaining in and moving every 5 ft within the terrain.

Cast time - 2 Rounds, require concentration.

After successfully casting this ability Ty's Deliverance loses its Radiant damage until the start of a new day.

Description

Enter a general description for your monster here.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2026 7:51:29 PM
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1
Coming Soon
2/28/2026 4:38:05 AM
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Coming Soon
Eric6713

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