Medium humanoid (human, paladin), Lawful Good
| Armor Class | 20 (plate armor, shield) |
|---|---|
| Hit Points | 55 (10d8 + 10) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
| Saving Throws | Cha +5, Wis +3 |
|---|---|
| Skills | Insight +3, Persuasion +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | passive Perception 11 |
| Languages | Common, Dwarvish |
| Challenge | 4 |
Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).
Strongheart makes three Steel attacks.
Melee Attack Roll: +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.
While holding Steel, Strongheart casts revivify.
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 each/day: command, detect evil and good, protection from evil and good
1 each/day: lesser restoration, remove curse, zone of truth