Inspiring Standard. The holy symbol displayed on the crusader's standard inspires nearby allies. All allies within 15 ft. of the crusader add 1d4 to all saving throws.
Unholy Slayer. The crusader's weapon attacks are magical. Whenever the crusader hits a fiend or undead with a weapon attack, it deals an additional 2d8 radiant damage.
There is Light. The crusader sheds bright light in a 15 ft. radius and dim light for an additional 15 ft. The crusader may extinguish or ignite this light as a bonus action.
Multiattack. The crusader uses zealous accusation (if available) and makes an attack.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.
Holy Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 10 (1d12 + 3) piercing damage and 5 (1d8) radiant damage. This attack has disadvantage against targets within 5 ft. of the crusader.
Pommel Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 3) bludgeoning damage. On a hit, the target must make a DC 13 Constitution saving throw, becoming stunned until the end of the crusader's next turn on a failed save.
Zealous Accusation (Recharge 4-6). The crusader shouts holy accusations at its enemies; all hostile creatures within 15 ft. of the crusader must make a DC 13 Charisma saving throw. Evil creatures have disadvantage on this saving throw. On a failed save, a creature takes 4 (1d6) psychic damage.
Unquestionable Resolve. When the crusader fails a Wisdom or Charisma saving throw, it may use its reaction to re-roll the saving throw with advantage.
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