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
STR
18
+4
DEX
12
+1
CON
17
+3
INT
12
+1
WIS
14
+2
CHA
15
+2

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.