Paragon Knight

Medium humanoid (human), lawful good

Armor Class 20 (plate armor, shield)
Hit Points 100 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Wisdom +6, Charisma +7
Skills Athletics +7, Medicine +4, Persuasion +7, Religion +4
Senses passive Perception 13
Languages Common, Celestial
Challenge 8 (3,900 XP)

Special Traits

  • Divine Aura. The paragon knight or a friendly creature within 10 feet of it cannot be charmed or frightened, and has a +4 bonus to any saving throw it makes. These benefits cease to function is paragon knight is unconscious or slain.
  • Divine Blessings. The paragon knight is immune to disease.
  • Divine Smite. When the paragon knight hits with a melee weapon attack, it can expend a spell slot to deal additional radiant damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each spell level higher than 1st, to a maximum of 21 (5d8). The damage increases by 4 (1d8) if the target is a fiend or undead.
  • Spellcasting. The paragon knight is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It has the following paladin spells prepared.

Actions

  • Multiattack. The paragon knight makes two Longsword attacks.
  • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack, plus 4 (1d8) radiant damage.
  • Lay on Hands. The paragon knight has a pool of 60 hit points to use with its lay on hands ability. It regains spent hit points from this pool when it takes a long rest. It can use this ability to cause a creature within 5 feet of it or itself to regain any number of hit points, up to its hit point maximum or the paragon knight’s pool of hit points is reduced to 0.
  • Sacred Weapon (1/short or long rest). The paragon knight adds +4 to hit attack and damage rolls for 1 minute, and its weapon is considered magical for the purposes of damage resistances.
  • Turn the Unholy (1/short or long rest). Each fiend or undead that can see or hear the paragon knight within 30 feet of the knight must make a DC 15 Wisdom saving throw. On a failed saving throw, it is turned for 1 minute. While turned, the creature must use its turns trying to move as far away from the paragon knight as it can, and it can’t willingly move into a space within 30 feet of the knight. It cannot take reactions, and can only take the Dash action, or try to escape from an effect that prevents it from moving.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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