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.
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