Deathborne Marshal

When Sir Alvarin of the Radiant Host broke his oaths to spare his family, a dark lord seized the breach and reshaped him into something between paladin and revenant. Now known as the Deathborne Marshal, he commands fallen legions to finish a war he abandoned.

MediumUndead(Undead)CR Deadly (CR 18)Lawful evil

Deathborne Marshal

UndeadCommanderRecurring NemesisOathbroken
HP264AC20SPD30 ft., Climb 30 ft.CR18 (20,000 XP)AthleticsIntimidationPerception
STR
22
DEX
10
save
CON
20
INT
14
WIS
20
save
CHA
22
save
Marshal Undead. Unless the marshal is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against effects that would turn undead and undead creatures of its choice gain a bonus to damage rolls and saving throws against being destroyed.
Magic Resistance. The marshal has advantage on saving throws against spells and other magical effects.
Undying Oath. The marshal deals extra necrotic damage from its longsword and is feared by those who hear the echo of its oath. It is immune to necrotic and poison damage and to the charmed, exhausted, frightened, and poisoned conditions.
Parry. If a melee attack would hit the marshal, it can use its reaction to add +6 to its AC against that attack, provided it can see the attacker and is wielding a melee weapon.
Recurring Resurrection. If the marshal is destroyed, it reforms in days unless a proper atonement rite is performed. Sanctifying the broken holy symbol while the corpse remains prevents resurrection.
Soulforged Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 15 () slashing damage, or 16 () slashing damage if used with two hands, plus 22 () necrotic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be frightened of the deathborne marshal until the end of its next turn.
Hellfire Orb (1/Day). The marshal flings an orb of balefire that explodes at a point it can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 44 () fire damage and 44 () necrotic damage on a failed save, or half as much damage on a successful one. The sphere spreads around corners. After it uses this action, the marshal must finish a short or long rest to use it again.
Multiattack. The deathborne marshal makes three Soulforged Longsword attacks.
Parry. Parry. The marshal adds +6 to its AC against one melee attack that would hit it. To use this reaction, the marshal must see the attacker and be wielding a melee weapon.
Commanded Strike. Commanded Strike. The marshal makes one Soulforged Longsword attack.
Marching Cry. Marching Cry. The marshal targets one undead ally within 60 feet. That ally can immediately move up to half its speed without provoking opportunity attacks and makes one weapon attack if able.
Overbearing Presence (Costs 2 Actions). Overbearing Presence. The marshal forces one creature it can see within 30 feet to make a Wisdom saving throw. On a failed save the target is stunned until the end of its next turn. On a success the target is frightened until the end of its next turn.
Cantrips
Cantrips (innate)Evocation/Divine The marshal is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following paladin and necromantic spells prepared.
1st level
Paladin Spells (1st)Abjuration/Enchantment 1st level (4 slots): Command, Compelled Duel, Searing Smite.
2nd level
Paladin Spells (2nd)Enchantment/Transmutation 2nd level (3 slots): Hold Person, Magic Weapon.
3rd level
Paladin Spells (3rd)Abjuration/Transmutation 3rd level (3 slots): Dispel Magic, Elemental Weapon.
4th level
Paladin Spells (4th)Abjuration/Evocation 4th level (3 slots): Banishment, Staggering Smite.
5th level
Paladin Spells (5th)Evocation/Abjuration 5th level (2 slots): Destructive Wave (necrotic), Greater Restoration (ritual-capable in roleplay).
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