Strongheart

(The Wild Beyond the Witchlight)

Medium humanoid (human, paladin), Lawful Good

Armor Class20 (plate armor, shield)
Hit Points55 (10d8 + 10)
Speed30 ft.
STRDEXCONINTWISCHA
15 (+2) 12 (+1) 13 (+1) 12 (+1) 13 (+1) 17 (+3)
Saving ThrowsCha +5, Wis +3
SkillsInsight +3, Persuasion +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiesfrightened
Sensespassive Perception 11
LanguagesCommon, Dwarvish
Challenge4

Traits

Special Equipment.

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

Actions

Multiattack.

Strongheart makes three Steel attacks.

Steel.

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.

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 each/day: command, detect evil and good, protection from evil and good

1 each/day: lesser restoration, remove curse, zone of truth