Wretched moan. they let out a sound of the trapped soul, given them an intimiadation roll with advantage
Longsword swipe. Longsword: +7 to hit, reach 4 ft., 1 target. Hit: 6 (1d8 + 5) slashing damage. ([1d10 +5] [1d6 fire damage])
Longsword thrust. Longsword: +7 to hit, reach 6 ft., 1 target. Hit: 7 (2d6 + 5) piercing damage. ([2d8 +5] [1d6 fire damage])
Hellfire Defense (Lasts 1 action). The Elite prepares himself in defensive stance giving him a bonus +2 AC and the effect of when whatever fails an attack on him, they get a free shield bash with +7 to hit and 1d6 bludgeoning damage and 1d6 Fire damage
Protection. Protects an ally entity by giving their attacker disadvantage
HellCircle. When an opponant is knocked prone, The Elite's Glare shifts to them and they must roll Constitution Saving throw (DC save of 13). if they fail, they suffer 2 d6 fire damage per round until they are no longer prone, they must make a dexterity saving throw of DC 13 rather than using half their movement to stand.
Ashen Advance (Costs 4 actions). The Sword's blade becomes engulfed in flames and extends by 4ft. Slash attacks affect 2 targets and all attacks have the effects of two handed attacks.
Reposting Inferno. Upon being outnumbered by two or more adjacent enemies, The Elite emits a dome of fire with 15ft radius. all entities not immune to fire damage must make a dexterity saving throw with a DC 15. On a success, the opponant evades the gust of fire, on a fail, they must recieve 5d8 fire damage and they are forced 15 ft away and knocked prone.
Ashen Revive (Costs 1 Action). The Paladin Elite raises their fist into the air and their fist becomes engulfed in flames, as they do this their eyes begin to blow high pressure orange flames. Upon doing this, any corpses which have been left in the area for at least 3 hours rise in ashen form and become Ash Husks.
- Ash Husks. 15 HP [all stats are at 10 ]
Attacks:
Unarmed Strike. Unarmed attack with a +6 to hit and 1d6 bludgeoning damage and 1 d4Necrotic Damage
Crumbling Grasp. same description only 2 d6 Necrotic damage.
Crumbling grasp (Costs 1 action). The Elite attempts a grapple on their enemy and on a success, the enemy is considered grappled by the weapon. if they fail to break out on their turn they must roll a consitution saving throw DC 15. If a success nothing happens, but on a fail, whereever they are grabbing turns into ash. If a weapon, it classed as broken and if a limb, deals 2d8 Necrotic Damage. The Paladin also recieves half of the result of damage given as regenerative health
Description
The Elite is a tall and well armoured Paladin whose armour is made of ash as well as their cloak. (without a helmet: Their skin is ash, cracked and glowing with embers. The eyes are empty sockets and glow every now and then. Their mouth and jaw are locked in an open scream from pain, the last feeling they had before being transformed undead)
Lair and Lair Actions
Cremated Dead. Any corpse within 100 ft turns to ash within 3 hours of death, and upon becoming ash, they are prone to being raised by Ashen Revive from the Paladin Elite's Ledgendary action
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