Antipaladin

Antipaladin

Creature 5

Perception +10

Languages Common

Skills Athletics +13, Deception +10, Intimidation +12, Religion +8, Survival +8

Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha + 3

Items lesser cheetah’s elixir, greataxe, half plate, javelin (10)

AC 25; Fort +14, Ref +10, Will +12

HP 75

Destructive Vengeance (divine, necromancy) Trigger An enemy within 15 feet damages the antipaladin; Effect The antipaladin increases the amount of damage they take by 2d6 and deals 2d6 damage to the triggering enemy, choosing evil or negative damage. In addition, the antipaladin deals 2 extra damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin’s next turn.

Speed 20 feet

Melee greataxe +15 (sweep), Damage 1d12+10 slashing

Ranged javelin +12 (thrown 30 feet), Damage 1d6+10 piercing

Champion Devotion Spells 1 Focus Point, DC 20; 3rd 

(see below)

Intimidating Strike The antipaladin makes a melee Strike. If they hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Antipaladin

There is perhaps nothing more anathematic to peace than an antipaladin. Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good.