20 (plate, shield)
255 (30d8 + 120)
walk 30 ft.
wis +7, cha +9
animal handling +7, athletics +10, insight +7, persuasion +9
Charmed, Frightened
Celestial, Common
15
+5
Theodore Marshal is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following paladin spells prepared: • 1st level (4 slots): bless, command, cure wounds, guiding bolt • 2nd level (3 slots): aid, branding smite, lesser restoration • 3rd level (3 slots): beacon of hope, dispel magic • 4th level (3 slots): banishment, death ward • 5th level (2 slots): flame strike, hallow
Theodore Marshal's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
If Theodore Marshal fails a saving throw, he can choose to succeed instead.
Theodore Marshal wields a holy avenger longsword.
Theodore Marshal makes two melee attacks.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 18 (4d8) radiant damage.
The knight-captain theodore marshal can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The knight-captain theodore marshal regains spent legendary actions at the start of its turn.
Theodore Marshal makes one weapon attack.
Theodore Marshal casts guiding bolt without expending a spell slot.