21 (plate, animated shield; 22 if there are allies within 5 ft., defense)
120 (16d8 + 48)
walk 25 ft.
Wis +6, Cha +6 (+2 on all saving throws from Aura of Protection)
Insight +6, Persuasion +6
poison
darkvision 60 ft.
Common, Dwarvish
8
Lord Cyne Monder is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Lord Cyne Monder has the following paladin spells prepared: • 1st level (4 slots): cure wounds, heroism, protection from evil and good, shield of faith* • 2nd level (3 slots): aid, branding smite, lesser restoration, protection from poison* • 3rd level (2 slots): magic circle, protection from energy, remove curse, revivify *Lord Cyne Monder casts these spells on himself before combat.
Whenever Lord Cyne Monder 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 Lord Cyne Monder's Charisma modifier (+2). Lord Cyne Monder must be conscious to grant this bonus.
When Lord Cyne Monder is wearing armor, he gains a +1 bonus to AC.
Lord Cyne Monder is immune to disease.
When Lord Cyne Monder 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 weapon's 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.
Lord Cyne Monder has advantage on saving throws against poison, and resistance against poison damage.
Lord Cyne Monder makes two melee attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Ranged Weapon Attack: +4 to hit, reach 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Lord Cyne Monder 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, Lord Cyne Monder also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Lord Cyne Monder can touch a creature and draw power from his pool of 45 hit points to restore a number of hit points to that creature, up to the maximum amount remaining in his pool. Alternatively, Lord Cyne Monder can expend 5 hit points from his pool of healing to cure the target of one disease or neutralize one poison affecting it. Lord Cyne Monder 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.
Lord Cyne Monder can channel divine energy to fuel either of the following magical effects. • Vow of Protection: Lord Cyne Monder can use his Oath of Protection to bolster his defenses. As a bonus action, he can utter a vow of protection against a creature that it can see within 30 feet. That creature gains disadvantage on attack rolls against the Lord Cyne Monder for 1 minute or until the Lord Cyne Monder drops to 0 hit points or falls unconscious. • Divine Ward: Lord Cyne Monder can use his Oath of Protection to ward off threat to those around him. He can present his holy symbol and each creature of his choice that he can see within 30 feet becomes warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a DC 14 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends. This effect ends on the creature if Lord Cyne Monder is incapacitated or dies or if the warded creature is more than 30 feet away from it.