Using My Monsters

Wednesday, 24 June 2015

Solstice Knight Paladin - CR 5 (Medium Humanoid)

One thing I liked about Princes of the Apocalypse, was seeing that some of the wonderful 4e philosophies of humanoid enemy creation were not lost. I was worried that the human(ish) enemies would all be boring "5th level Fighter" types, that were very similar. So, it was great to see cultists that actually did cool and unique stuff that was thematically and mechanically spot on.

So, the PUG have got themselves into a bit of bother. Glorphen (a Drakven that thinks he is an Aelwyn) is a zealot dedicated to Zaeothon (an aspect of Bahamut worshipped by some Aelwyn), encountered some equally zealous worshipers of the 2nd Age version of Solum. Fireworks ensued, and now the town guard are getting involved (Glorphen pulling the heart of a cleric from his chest and biting it as they arrived hasn't exactly helped).

In short, it seems likely they may have earned a black mark with the "Solar Order of the Divine Solstice", and so, I have begun statting up their more exotic members.

Here's one right now (oh and PUGgers....spoilers).

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Solstice Knight Paladin – Medium Humanoid (human)
(Lawful Good)

A.C. 18 (Plate Armour)
Hpts: 127 (17d8+51) [68 - 187]
Speed: 30'
Initiative: +0
Proficiency Bonus: +3

Str: 19 (+4) Dex: 10 (+0) Con: 16 (+3) Int: 12 (+1) Wis: 15 (+2) Cha: 16 (+3)

Saving Throws: Wisdom +5, Charisma +6
Skills: Athletics +7, Religion +4

Damage Resistances: Necrotic
Damage Immunities: Radiant (As a Mirror to the Sun) 
Condition Immunity: Diseased

Senses: Passive Perception: 12

Language: Solumite Sacred Tongue, Southspeak

CR: 5 (1,800 xp)

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Solstice Presence:
All allies within 15' of the Knight gain a +1 bonus to their AC, and Radiant damage inflicted against them is reduced by 5 before any resistances are applied.

Bearer of the Light: The Paladin inflicts +7 (2d6) Radiant damage with each hit of their melee weapons. On a critical hit, the target must also make a D.C. 14 Constitution save or be Blinded until cured.

As a Mirror to the Sun: Attacks that inflict Radiant damage used against the Paladin are reflected at their source, as if the original attack had targeted them. Furthermore, the damage is maximised.

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Multiattack:
Paladin makes two Melee attacks.

Sunstone Greatsword: Melee Weapon Attack, Reach 5', one target; +7 to hit: Hit: 11 (2d6+4) Slashing damage +7 (2d6) Radiant damage (Bearer of the Light).

Solar Castigation (Recharge 4-6): Line 5' wide and 25' long; All creatures within the area suffer 22 (5d8) Radiant damage, are blinded (save ends) and gain +1 level of Exhaustion. They suffer half damage and avoid all additional effects if they make a D.C. 14 Constitution saving throw. Creatures slain by this power are disintegrated. Undead save against this power with Disadvantage.

REACTIONS

Cleansing Smite (Recharge 6): When the Paladin hits an enemy with a melee attack; The target must make a D.C. 14 Charisma saving throw or be knocked unconscious (save ends). Creatures immune to Radiant damage are immune to this effect. Even undead normally immune to the Unconscious condition can be affected by this power. 

 "Ni!" Just kidding, "DIE FILTH!"

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