General Sundamer Stormbreaker

Medium humanoid (human), Lawful Neutral

Armor Class

23 (+1 plate, +1 shield, defense)

Hit Points

135 (18d8 + 54)

Speed

walk 30 ft.

Saves

Wis +7, Cha +7 (+3 on all saving throws from Aura of Protection)

Skills

Athletics +8, Insight +7

Senses

Common

Challenge

13

Spellcasting

General Sundamar Stormbreaker is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). General Sundamar Stormbreaker has the following paladin spells prepared: • 1st level (4 slots): cure wounds, detect evil and good, expeditious retreat, shield, shield of faith* • 2nd level (2 slots): blur, branding smite, darkvision, lesser restoration *General Sundamar Stormbreaker casts these spells on himself before combat.

Action Surge (Recharges after a Short or Long Rest)

General Sundamar Stormbreaker can take one additional action on top of his regular action and a possible bonus action.

Aura of Protection

Whenever General Sundamar Stormbreaker or a friendly creature within 10 feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to General Sundamar Stormbreakers Charisma modifier (+3). General Sundamar Stormbreaker must be conscious to grant this bonus.

Commanders Orders (3/Day)

General Sundamar Stormbreaker can inspire others through the power of his commands. As a bonus action, on his turn General Sundamar Stormbreaker can choose any number of creatures other than himself within 60 feet of him who can hear him. Those creatures gain one Command die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check. The creature can wait until after it rolls the d20 before deciding to use the Command die, but must decide before the DM says whether the roll succeeds or fails. Once the Command die is rolled, it is lost. A creature can have only one Command die at a time. General Sundamar Stormbreaker regains any expended uses when he finishes a long rest. • Order of Charge: General Sundamar Stormbreaker can expend one use of his Commanders Order ability to double the movement speed of the creatures he chooses until the end of their next turn. • Order of Defense: General Sundamar Stormbreaker can expend one use of his Commanders Orders to allow the creatures he chooses gain and roll the Command die and add the number rolled to one saving throw.

Defense

When General Sundamar Stormbreaker is wearing armor, he gains a +1 bonus to AC.

Divine Health

General Sundamar Stormbreaker is immune to disease.

Divine Smite

When General Sundamar Stormbreaker hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapons damage. The extra damage is 9 (2d8) for a 1st-level spell slot, 13 (3d8) for a 2nd-level spell slot, or 18 (4d8) for a 3rd-level spell slot. The damage increases by 1d8 if the target is an undead or a fiend.

Indomitable (Recharges after a Long Rest)

General Sundamar Stormbreaker can reroll a saving throw that he fails. If he does so, he must use the new roll.

Second Wind (Recharges after a Short or Long Rest)

General Sundamar Stormbreaker can use a bonus action to regain hit points equal to 15 (1d10 + 10).

Actions

Multiattack

General Sundamar Stormbreaker makes three melee attacks.

+2 Longsword

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Heavy Crossbow

Ranged Weapon Attack: +5 to hit, reach 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Divine Sense (4/Day)

General Sundamar Stormbreaker can detect evil forces. Until the end of its next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, General Sundamar Stormbreaker also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Lay on Hands (Recharges after a Long Rest)

General Sundamar Stormbreaker can touch a creature and draw power from his pool of 25 hit points to restore a number of hit points to that creature, up to the maximum amount remaining in his pool. Alternatively, General Sundamar Stormbreaker can expend 5 hit points from his pool of healing to cure the target of one disease or neutralize one poison affecting it. General Sundamar Stormbreaker can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Oath of Devotion (Recharges after a Short or Long Rest)

General Sundamar Stormbreaker can channel divine energy to fuel either of the following magical effects: • Sacred Weapon: General Sundamar Stormbreaker can imbue one weapon that he is holding with positive energy, using his Channel Divinity. For 1 minute, he can add +3 to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. General Sundamar Stormbreaker can end this effect on his turn as part of any other action. If he is no longer holding or carrying this weapon, or if he falls unconscious, this effect ends. • Turn the Unholy: General Sundamar Stormbreaker presents his holy symbol and speaks a prayer censuring fiends and undead, using his Channel Divinity. Each fiend or undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.