20 (plate armor, shield)
55 (10d8 + 10)
walk 30 ft.
Wis +3, Cha +5
Insight +3, Persuasion +5
Common, Dwarvish
4
+2
Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).
Strongheart makes three Steel attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart's next turn.
While holding Steel, Strongheart casts revivify.
Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): • 3/Day each: command, detect evil and good, protection from evil and good • 1/Day each: lesser restoration, remove curse, zone of truth