Medium Humanoid, Lawful Good
AC 18 Sun steel Plate, Radiant Ward    Initiative +1 (11)
HP 82 (11d8)
Speed
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 16 +3 +5
Mod Save
INT 11 +0 +0
WIS 14 +2 +4
CHA 16 +3 +3
Resistances Radiant
Senses Passive Perception 12
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Radiant Commander (Aura 15 ft.). Allied Sunborn Zealots and Solar Hounds within the aura gain:

  • +1 to attack rolls
  • +2 radiant damage on their first hit each turn
  • Advantage on saving throws against being frightened

Sunsteel Mastery. The Captain’s weapon attacks deal an additional 1d4 radiant damage.

Solar Discipline. The Captain has advantage on saving throws against being charmed, frightened, or stunned.

Judgement of Light (Recharge 5-6). When the Captain hits a creature with a melee attack, it can force the target to make a DC 14 Con save. On a failure, the target is seared with radiant judgment, taking 7 (2d6) radiant damage and shedding bright light (10 ft.) until the end of its next turn.

Actions

Radiant Cleave. The Captain makes two Sunsteel Glaive attacks. 

Solar Burst (Recharge 6). The Captain slams there glaive into the ground, releasing a controlled explosion of radiant force. Creatures of the Captain’s choice within 15 ft. must make a DC 14 Dex save or take 7 (2d6) radiant damage and be pushed 10 ft. Success: half damage, no push.

Sunsteel Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing +4 radiant damage.

Bonus Actions

Sunborn Rally. The Captain chooses one ally within 30 ft. That ally gains 5 temporary hit points.

Radiant Step (2/Day). The Captain teleports up to 15 ft. to a space in bright light or sunlight.

Reactions

Solar Parry (2/day). When a creature hits the Captain with a melee attack, the Captain reduces the damage by 1d4+4 and emits a flash of light. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Opening Move

  • Radiant Cleave to test the party’s frontline
  • Rally a Zealot to reposition
  • Push PCs toward the Solar Hound’s threat zone

Mid‑Fight

  • Use Solar Burst to break formations
  • Maintain the Radiant Commander aura
  • Focus on whoever carries the tainted relic

If reduced below half HP

  • Switch to defensive play
  • Use Radiant Step to reposition
  • Rally allies to prolong the fight

If all Zealots fall

The Captain becomes more aggressive, using Judgment of Light every time it recharges.

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.

SKULLkilla456

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