Justice
The Griffon's Saddlebag: Book Two p. 409 (Third Party)
- Size
- Medium
- Type
- humanoid (any)
- Alignment
- lawful evil
- AC
- 18 (plate armor)
- Hit Points
- 105 (14d8+42)
- Speed
- walk 30 ft.
- Skills
- Intimidation +5, Persuasion +5
- Passive Perception
- 12
- Languages
- Common plus one other language
- Challenge
- 5
Traits
Proficiency Bonus
+3
Spellcasting
The justice is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following paladin spells prepared:
- 1st level (3 slots): command, detect magic, divine favor
Actions
Multiattack
The justice makes two attacks.
Greatsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Longbow
Ranged weapon attack: +7 to hit, range 150/600 ft., one target. HIt: 5 (1d8+1) piercing.
Spells
Command, Detect Magic, Divine Favor
Spell Slots
0,3
Other data
description
The main breadth and body of the Justicars are made up of justices. Having been thoroughly indoctrinated and proving loyal on all occasions, most fighting between mages and Justicars is carried out by its justices. For many, their first introduction to the faction is via its justices. Whether they are actively hunting a mage, or directing their fellow Justicars, a justice stands out from the crowd simply by their presence and comportment.