Paladin

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Paladin

Monster Level: 10
Medium. Humanoid
STR DEX END AWR INT CHA
3 0 2 4 0 4
Ref: 9 Fort: 13 Ant: 16 Log: 12 Will: 16
Armor Rating 15 (field plate) Resist Frightened 2, Demoralized 2, Shaken 2
Hit Points 90
Speed 25 ft
Skills (STR) Athletics +4; (END) Forced March +4; (AWR) Animal Handling +5; (INT) Medicine +2; (CHA) Empathy +4, Leadership +4
Features
Unwavering Will. The Paladin gains +2 to its Mental defenses.

Cavalier. When riding a steed, the Paladin gains 1 additional MCAP.

Kite Shield. The Paladin may choose to equip a kite shield, gaining +2 to its AR and +1 to REF, FORT, and ANT.

Divine Rituals. Using AWR, the Paladin can cast the following rituals. Calming Presence, Holy Weapon, Lesser Restoration, Merriment, Prayer of Healing.

Actions

The Paladin can take THREE of the following actions, or take the same action three times.

Move. The Paladin moves up to its speed.

Longsword. Reach 5 ft Hand-and-a-Half Weapon. +3 vs AR. Hit: 7 (1d8+3) sharp or 8 (1d10+3) if two-handed.

Glaive. Reach 10 ft Two-Handed Weapon. +3 vs AR. Hit: 7 (1d8+3) physical.

Recurve Bow. Ranged 200 ft Two-Handed Weapon. +0 vs AR. Hit: 3 (1d6) sharp.

OR the Paladin can MOVE and take ONE of the following actions.

Divine Infusion (Recharge 6). Touch one allied creature; they regain 5 (1d10) HP.

Divine Retribution (Recharge 6). Make a weapon attack. On a hit, deal an additional 5 (1d10) radiant damage.

Purge Unholy (1/Recoup). 30 ft Radius Magical Ability. +4 vs WILL of each undead and fiend within the radius. Hit: The creature is Broken for 1 minute or until it takes damage. Miss: The creature is Broken until the end of their next turn.

Reactions
Exploit (1/Round). The Paladin can Exploit if circumstances allow.