Kraghammer Goat-knight

Tal'Dorei Campaign Setting: Reborn p. 246 (Third Party)

Size
Medium
Type
humanoid (dwarf)
AC
20 (plate, shield)
Hit Points
52 (8d8+16)
Speed
walk 25 ft.
Saving Throws
Str +5, Dex +1, Con +4, Int +2, Wis +2, Cha +5
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common, Dwarvish
Challenge
3
STR
17
+3
DEX
8
−1
CON
14
+2
INT
10
+0
WIS
11
+0
CHA
16
+3

Traits

Proficiency Bonus

+2

Aura of Protection

Whenever the goat-knight or a creature friendly to it within 10 feet of it makes a saving throw, that creature gains a +2 bonus (included in the goat-knight's saving throws above). The goat-knight must be conscious to grant and gain this bonus.

Divine Health

The goat-knight is immune to disease.

Dwarven Resilience

The goat-knight has resistance to poison damage and advantage on saving throws against poison.

Spellcasting

The goat-knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:

  • 1st level (4 slots): bless, cure wounds, protection from evil and good, sanctuary, shield of faith
  • 2nd level (2 slots): branding smite, find steed, lesser restoration, zone of truth

Actions

Multiattack

The goat-knight makes two warhammer attacks.

Warhammer

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Spells

bless, cure wounds, protection from evil and good, sanctuary, shield of faith, branding smite, find steed, lesser restoration, zone of truth

Spell Slots

0,4,2

Other data

description