Strongheart

The Wild Beyond the Witchlight p. 228

Size
Medium
Type
humanoid (human, paladin)
Alignment
lawful good
AC
20 (plate armor, shield)
Hit Points
55 (10d8+10)
Speed
walk 30 ft.
Saving Throws
Wis +3, Cha +5
Skills
Insight +3, Persuasion +5
Condition Immunities
frightened
Passive Perception
11
Languages
Common, Dwarvish
Challenge
4
STR
15
+2
DEX
12
+1
CON
13
+1
INT
12
+1
WIS
13
+1
CHA
17
+3

Traits

Proficiency Bonus

+2

Special Equipment

Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).

Actions

Multiattack

Strongheart makes three Steel attacks.

Steel

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart's next turn.

Revivify (Recharges at the Next Dawn)

While holding Steel, Strongheart casts revivify.

Spellcasting

Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

  • 3/day each: command, detect evil and good, protection from evil and good
  • 1/day each: lesser restoration, remove curse, zone of truth

Reactions

Protect Another

When a creature Strongheart can see attacks another creature that is within 5 feet of him, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.

Spells

revivify, command, detect evil and good, protection from evil and good, lesser restoration, remove curse, zone of truth

Other data

description