The Judgement
In life, a heroic paladin of legend, this hero's remains have been descrated and he has been raised from the dead as The Judgement.
The Dark Knight. Fully encased in his ornate plate armour, judgement's true appearance is unknown. He is heralded by his army of the dead that lay waste to all that he wishes, judgement isn't even a shadow of his former self.
Unholy Hammer. Formerly a holy relic for good, the judgement's warhammer has been corrupted and twisted, grown to become dark and matte in appearance, horned and imposing, it is now a tool of great evil. Rumour tells that the warhammer was lost when another great hero fell
from on high, so how it came to be in judgement's possession is a matter of speculation to those versed in myth and legend.
Slave and Master. Eternally bound to the powerful magician who raised and corrupted him, judgement is a means to an end. Used to strike fear into those around him, perform the will of his master when nothing else has worked, and be judge, jury, and executioner of his master's enemies.
The bond that keep judgement in servitude also restricts his movements, never able to stray more than a few miles from his masters location, escape from judgement is only possible by escape from his master too.
The Judgement
Medium paragon undead, neutral evil
- Armor Class Necromancer Form. 23 (plate +3, shield)
- Paladin Form. 23 (plate +3, shield)
- Hit Points Necromancer Form. 256 (27d8 + 135)
- Paladin Form. 256 (27d8 + 135)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 20 (+5)
- Saving Throws Dexterity +6, Wisdom +9, Charisma +11
- Skills Athletics +11, Insight +9, Perception +9, Persuasion +11, Religion +7
- Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 19
- Languages Abyssal, Celestial, Common, Elvish, Dwarvish
- Challenge Paragon 19 (44,000 XP), 2 monsters
Corrupt Smite. Once per turn, Judgement can deal 17 (5d6) additional necrotic damage to one target it hits with an attack.
Fallen. Any spell Judgement casts that deals radiant damage deals necrotic damage instead.
Magic Weapons. Judgement's weapon attacks are magical.
Spellcasting. Judgement is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19). Judgement has the following paladin spells prepared:
1st level (4 slots): command, compelled duel,
searing smite, thunderous smite, wrathful smite
2nd level (3 slots): branding smite, find steed, locate
object
3rd level (3 slots): blinding smite, dispel magic
4th level (3 slots): banishment, locate creature,
staggering smite
5th level (2 slots): circle of power, destructive waveYou are Judged. As a bonus action, judgement uses one of the following options:
Judge, Jury, and Executioner (1/day, Paladin Form). Until the end of its next turn, every time Judgement hits with a melee attack, it can use destructive wave as a free action, without expending a spell slot.
No Rest for the Wicked (1/day, Necromancer Form). Judgement raises 5 ghasts in unoccupied spaces within 60 feet of it. Roll initiative for the summoned creatures as a group, which has its own turn. They obey any verbal commands that Judgement issues to them (no action required).Actions
Multiattack (Paladin Form). Judgement makes two melee attacks.
Judgement's Warhammer (Paladin Form). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 4 (1d8) necrotic damage, or 23 (3d10 + 7) bludgeoning damage plus 4 (1d8) necrotic damage if wielded with two hands.
Summon the Dead (Necromancer Form). Judgement raises up to 5 skeletons or zombies (in any combination) in unoccupied spaces within 60 feet of it. Roll initiative for the summoned creatures as a group, which has its own turn. They obey any verbal commands that Judgement issues to them (no action required).
If Judgement is below 100 hit points, the amount of creatures raised by summon the dead is doubled.Paragon Traits
Paragon Fortitude. Judgement has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting Judgement end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, Judgement is killed.
Paragon Fury. Judgement may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. Judgement determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn Judgement gains is inserted immediately after any one player character's turn in the initiative order.