NPC - Altorin
0001-01-01
Medium Humanoid (Half-Elf), Neutral Good
Armor Class 20 (Plate Armor, Shield)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 10 (+0) | 16 (+3) | 18 (+4) |
Saving Throws Wis +8, Cha +9, Str +10
Skills Athletics +10, Insight +8, Persuasion +9, Religion +5
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Celestial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Divine Smite (5/Day). When Altorin hits a creature with a melee weapon attack, he can expend a use of this ability to deal an additional 18 (4d8) radiant damage to the target.
Lay on Hands. Altorin can restore up to 60 hit points per day as an action. He can also spend 5 points to cure a disease or neutralize a poison.
Fey Ancestry. Altorin has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Aura of Protection. Altorin and friendly creatures within 10 feet of him gain a +4 bonus to all saving throws while he is conscious.
Aura of Courage. Altorin and friendly creatures within 10 feet of him cannot be frightened while he is conscious.
Divine Sense (4/Day). Altorin can use his action to detect the presence of strong evil or powerful good within 60 feet. This sense can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Magic Resistance. Altorin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Altorin makes three attacks with his Holy Longsword.
Holy Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage if used with two hands, plus 9 (2d8) radiant damage.
Holy Strike. When Altorin uses his Divine Smite with this attack, he can add an additional 18 (4d8) radiant damage to the target.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Healing Touch (3/Day). Altorin touches a creature, restoring 30 hit points and ending one disease or condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Reactions
Protective Stance. When a creature Altorin can see attacks a target other than him within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.
Spells (Paladin Spellcasting)
Spell Save DC: 17, Spell Attack Modifier: +9
1st Level (4 Slots): bless, shield of faith, cure wounds
2nd Level (3 Slots): lesser restoration, aid, magic weapon
3rd Level (3 Slots): revivify, aura of vitality, dispel magic
4th Level (1 Slot): banishment, death ward
Equipment
- Holy Longsword (counts as a +1 magical weapon)
- Plate Armor
- Shield
- Holy Symbol (emblazoned with the symbol of a deity of protection)
- Adventuring Gear (including rations, rope, and a small bag of coins)
Background & Personality
Altorin is a steadfast knight, unwavering in his commitment to protect those in need. His half-elven heritage gives him a keen understanding of two worlds, allowing him to bridge divides between cultures. He possesses a strong sense of justice, tempered with a deep compassion. His path is guided by both the light of divine protection and the realization that sometimes hard choices must be made to ensure peace.
Ideal: “Justice should be tempered with mercy, and strength should be used to protect, not to dominate.”
Bond: Altorin is sworn to protect a remote village where he found a purpose in defending the weak.
Flaw: He tends to shoulder too much responsibility, believing it’s his duty to bear others’ burdens alone.
Notes:
- Character generated by ChatGPT
- Archived - Original Altorin CR06
- Archived - Original Altorin CR09