Paladin Dredd
With Chief Inquisitor Paul at Oakbarton
AC 22 (can react and add 5 to 1 attack for him or an ally in range) HP 225
Str 20 +5
Dex 13 +1
Con 20 +5
Int 17 +3
Wis 18 +4
Chr 18 +4
Skills Insight +10, Investigation +10, Perception +10, Religion +10
Senses passive Perception 18
Languages any two languages
Challenge 9 (5,000 XP)
Proficiency Bonus +6
Level
makes 3 attacks, 1d10 +8 and +3d8 devine damage,
Plate and shield +1 each
Great sword of Justice = +3 also, casts ...
Inspires own, but causes fear to ...
Hateful Presence. Each friendly creature within 10 feet of the black knight commander gains a +3 bonus on weapon damage rolls but can’t use the Help action.
Locked Saddle.Dredd can’t be forced prone, dismounted, or moved against its will while mounted.
Mounted Charge. If Dredd moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction.
Mounted Warrior. The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can’t be charmed or frightened.
Aura of Clarity. While within 60 feet of a conscious inquisitor judge, creatures of the judge’s choice can’t be blinded or frightened, and creatures and objects can be invisible only if the judge allows it.
Brand Heretic (Recharges after a Short or Long Rest). As a bonus action, the inquisitor judge chooses one creature the judge can see within 30 feet of it. The judge marks the target as a heretic. For 1 minute, the judge’s weapon attack rolls against the heretic score a critical hit on a roll of 18, 19 or 20. At the start of each of the heretic’s turns, the judge can use a reaction to make one weapon attack against the heretic.
Smite. When the inquisitor judge hits with a melee weapon attack, it can expend one spell slot to deal extra radiant damage. The extra damage is 9 (2d8) for a 1stlevel spell slot, 13 (3d8) for a 2nd-level one, and 18 (4d8) for a 3rd level slot., 5d8 for a 45th, or 6d8 for a 5th
Spellcasting. The inquisitor judge is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +7). The judge has the following paladin spells prepared:
5 - command, prot from evil/good, thunderous smite
4 - branding smite, find steed zone of truth
3 - blinding smite, dispel magic, elemental weapon, commune, flame strike, staggering smite, dispel magic, remove curse
2 - banishing smite, circle of powerdetect thoughts, lesser restoration
1 - (4 slots): detect magic, hunter’s mark, protection from evil and good
Children
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