Magic Resistance. Garrod has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Garrod is incapacitated, he and undead creatures of his choice within 60 feet of it have advantage on saving throws against features that turn undead.
Special Equipment. Garrod wields Heracles' Edge and wears a suit of +1 Living Plate Armor. Heracles' Edge allows Garrod to deal damage with his longsword as if he were wielding it with two hands.
Spellcasting. Garrod is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, wrathful smite, searing smite
2nd level (3 slots):hold person, [Tooltip Not Found]
3rd level (3 slots): dispel magic, [Tooltip Not Found]
4th level (3 slots): banishment, locate creature
5th level (2 slots): destructive wave (necrotic)
Multiattack. Garrod makes three attacks with Heracles' Edge.
Heracles' Edge. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage, plus 14 (3d8) necrotic damage.
Oblivion Orb (1/Day). Garrod hurls his green ball of flame that explodes at a point he can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 28 (8d6) fire damage and 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Garrod then gains one half of the necrotic damage taken in temporary hit points. Garrod is then paralyzed until the end of his next turn.
Parry. Garrod adds 6 to its AC against one melee attack that would hit him. To do so, Garrod must see the attacker and be wielding a melee weapon.
Garrod can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of Gorrod or another creature's turn. Garrod regains spent legendary actions at the start of his turn.
Intimidating Message. Garrod bellows threatening prose to one creature within 30 feet of him. The target must succeed on a Wisdom saving throw against Garrod's Charisma (Intimidation) check or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the effect of Garrod's words for the next 24 hours.
Command Undead. Garrod commands one undead ally of his with 120 feet of him to attack an enemy creature within their range. The targeted undead makes the attack with a +1 bonus to attack and damage rolls.
Subdue the Unworthy (Costs 2 Actions). Garrod reaches out to a creature within five feet of him. The targeted creature must make a DC 17 saving throw or become restrained for 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Oblivion Orb (Costs 3 Actions). Garrod uses his Oblivion Orb.
Description
Archduke Garrod is a death knight raised to undeath by Kas the Bloody Handed. Loyal to Kas when he sought to overthrow Vecna, Garrod was powerless in the duo's conflict as he was far away, ruling over a forgotten hold. He now travels the planes, raising an undead army as he seeks the last remnants of Kas and Vecna. He hopes to one day wield the Sword of Kas and use it to purge the multiverse of the last traces of Vecna: the Eye and Hand.
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