Knight-Captain Theodore Marshal

Medium humanoid (human), Lawful Good

Armor Class

20 (plate, shield)

Hit Points

255 (30d8 + 120)

Speed

walk 30 ft.

Saves

wis +7, cha +9

Skills

animal handling +7, athletics +10, insight +7, persuasion +9

Condition Immunities

Charmed, Frightened

Languages

Celestial, Common

Challenge

15

Proficiency Bonus

+5

Spellcasting

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

Divine Strikes

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).

Legendary Resistance (3/Day)

If Theodore Marshal fails a saving throw, he can choose to succeed instead.

Special Equipment

Theodore Marshal wields a holy avenger longsword.

Actions

Multiattack

Theodore Marshal makes two melee attacks.

Holy Avenger

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 18 (4d8) radiant damage.

Legendary actions

Legendary Actions (3/Turn)

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.

Attack

Theodore Marshal makes one weapon attack.

Holy Bolt (Costs 2 actions)

Theodore Marshal casts guiding bolt without expending a spell slot.