Medium Humanoid, Any Lawful Alignment
Armor Class 18 (Plate Armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +8, CON +6
Skills Athletics +8, Insight +4, Perception +4, Persuasion +6, Religion +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 14
Languages Any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Zealous Strikes. The Crusader adds there charisma modifier to melee damage rolls (included in the Crusader's statblock).

Innate Spellcasting. The crusader’s spellcasting ability is Charisma (spell save DC 14). The crusader can innately cast the following spells, requiring no material components:

3/day each: bless, burning hands, healing word

Actions

Multiattack. The Crusader makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) slashing damage plus an extra 7 (2D6) radiant damage.

Pommel Strike. Melee Weapon Attack: +8 to hit, range 5 ft., 1 target. Hit: 10 (1d4 + 8) bludgeoning damage and the creature must succeed a DC 16 constitution saving throw or be stunned until the start of its next turn.

Description

Crusaders are zealous warriors who swear their lives to the service of some greater power, whether it be a god, a royal family, or even an ideal.

cornbreadthe4th

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