Oathbreaker (5e Creature)

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Oathbreaker[edit]

Medium humanoid (any race), any evil alignment


Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

Saving Throws Str +5, Con +4, Cha +5
Skills Athletics +5, Insight +2, Intimidation +5, Religion +4
Proficiency Bonus +2
Senses passive Perception 10
Languages Common plus any one other
Challenge 4 (1,100 XP)


Brave. The oathbreaker has advantage on saving throws against being frightened.

Spellcasting. The oathbreaker is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The oathbreaker has the following paladin spells prepared:

1st level (4 slots): bane, hellish rebuke, detect evil and good, inflict wounds, protection from evil and good
2nd level (2 slots): crown of madness, darkness, magic weapon*, protection from poison

*The oathbreaker casts these spells on itself before combat.

ACTIONS

Multiattack. The oathbreaker can use its Control Unholy. It then makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Control Unholy. The oathbreaker can choose a single fiend or undead that can see or hear the oathbreaker within 30 feet and forces it to make a DC 13 Wisdom saving throw or become forced to obey the oathbreaker's commands for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the oathbreaker's Control Unholy for the next 24 hours. At any time, the oathbreaker can control one fiend or undead with challenge rating equal to or lesser than its own.

BONUS ACTIONS

Vicious Smite. The oathbreaker expends a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) psychic damage to a target on a hit. This benefit lasts until the end of the turn. If the oathbreaker expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage decreases by 1d8 if the target is an undead or a fiend.

REACTIONS

Parry. The oathbreaker adds 2 to its AC against one melee attack that would hit it. To do so, the oathbreaker must see the attacker and be wielding a melee weapon.

An oathbreaker calls his undead minions to arms, Source

The paladins’ fallen comrades and friends may have lost their way, yet they haven't lost their touch over their powers, they simply shifted their allegiance to another, more sinister entity. Few even seek to trade their own freedom and the curse of being an oathbreaker in hopes of doing a greater good. This causes the oathbreaker to be hunted by many paladins for glory and honor and extremely feared by people for their foul reputations.

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