THE SHARED REFERENCE Adventurer

Monster

Strongheart

Outside your table’s allowed sources

Official reference · WBtW · 2014

Creature type
Humanoid
Size
Medium
Armor class
20 (plate armor, shield)
Hit points
55 (10d8 + 10)
Speed
Walk 30 ft.
Challenge rating
4
Alignment
Lawful Good
Strength
15
Dexterity
12
Constitution
13
Intelligence
12
Wisdom
13
Charisma
17
Passive Perception
11
Saving Throws
wis: +3; cha: +5
Skills
insight: +3; persuasion: +5
Languages
Common, Dwarvish
Condition Immunities
frightened

Traits

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.

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.

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

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