That Which Guards
- Hit points · HP
- 238
- Armour class · AC
- 20
- Level
- 12
- Strength
- 20+5
- Dexterity
- 11+0
- Constitution
- 20+5
- Intelligence
- 12+1
- Wisdom
- 16+3
- Charisma
- 18+4
Attacks and skills 9
Hellfire Orb
Level 6 spell
Hurl an exploding ball of hellfire that damages all nearby creatures and objects.
18m
Dexterity saving throw
Action
Possible damage types
Fire
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them
Off Balance.
9m
Action
Possible damage types
Piercing
Compelled Duel
Level 1 spell
Force an enemy to attack only you, giving it
Disadvantage against other targets.
Disadvantage against other targets.
9m
Wisdom saving throw
Bonus ActionLevel 1 spell slot
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Pommel Strike
Make a non-lethal attack against an enemy and possibly
Daze them.
Bonus Action
Possible damage types
Bludgeoning
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Searing Smite
Level 1 spell
Deal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.
Action
concentration
Possible damage types
Fire
Wrathful Smite
Level 1 spell
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Action
concentration
Possible damage types
Psychic
Staggering Smite
Level 4 spell
Possibly
Stagger your target. It can't take reactions and is more likely to miss.
Action
concentration
Possible damage types
Psychic
Traits 12
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Improved Extra Attack
You can make two additional attacks after attacking with your main-hand weapon.
Dazing Smite
On a hit infused with one of your Smites, the target must succeed a Constitution
Saving Throw or become
Dazed.
Saving Throw or become Additional Spell Slot
You gain 1 Level 1
spell slots.
spell slots.Dreadful Hewer
Your foes have
Disadvantage on
Saving Throws to resist your spells or actions that inflict
Fear.
Disadvantage on
Saving Throws to resist your spells or actions that inflict Shield Bash
When a foe hits you with a melee attack, you can use your reaction, to knock it
Prone unless they succeed a Dexterity
Saving Throw.
Saving Throw.Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
Advantage on
Saving Throws against spells and other magical effects.Revenant's Ire
This profane entity's weapon attacks deal an additional 4d8 Necrotic damage.
Parry
Parry the next melee attack that hits you to reduce the damage by [1].
Riposte
When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional [1] damage.
Darkness Rules
No game description available.
4 internal effects have no display name.
Initial conditions and difficulty effects 1
Marshal Undead
An undying magnetism grants the Death Knight and nearby undead
Advantage against being
Turned.
Advantage against being Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.