18 (plate)
117 (18d8 + 36)
30 ft.
Wis +6, Cha +8
Athletics +8, Deception +8, Intimidation +8, Perception +6
darkvision 60 ft.
Common, Infernal, and two others
10
Any undead creatures within 60 ft. of the anti-paladin add +1 to their saving throws.
Any creature within 10 ft. of the antipaladin must succeed on Wisdom DC 16 saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of their turns. If a target succeeds on their saving throw, they are immune to this feature for the next 24 hours.
The anti paladin is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). It can cast the following spells • 1st level (4 slots): compelled duel, detect magic, thunderous smite, wrathful smite • 2nd level (3 slots): branding smite, find steed, locate object • 3rd level (3 slots): blinding smite, dispel magic, revivify • 4th level (2 slots): banishment, staggering smite
The anti-paladin makes two melee or ranged attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage plus 9 (2d8) necrotic damage.
Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) necrotic damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Using necrotic energy, the antipaladin has a pool of up to 30 hit points it can drain from other creatures. It can also decide to divide up the pool for multiple attacks. The pool recharges after a long rest.