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Vigil Crusaders

Gargantuan humanoid, lawful good

Holy Warriors, intent on defending the Innocent

Armor Class 19 (Splint and a Shield)
Hit Points 182 (15d20+24)
Speed 30 ft.
STR
18
(+4)
DEX
12
(+1)
CON
15
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
17
(+3)
Saving Throws WIS +5, CHR +6
Skills Religion +3, Insight +4
Damage Resistances Radiant, Necrotic
Condition Immunities Frightened, Disease
Senses passive Perception 10
Languages Common, Celestial
Challenge 7 (2,900 XP)

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Horde Spellcasting. The horde can sacrifice one of its attacks to cast one spell with a casting time of one action. If the casting time is one bonus action the horde may cast it without sacrificing an attack. It can only cast one spell per turn. The horde can only have one Concentration spell cast at a time, and Concentration spells affect the horde as if it were one creature. The horde has advantage on CON saves to maintain this Concentration

Spellcasting. The Vigil Crusaders is a 6-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

Cantrips (at will): Sacred Flame

1st level (6 slots): Cure Wounds, Protection from Evil and Good, Divine Smite, Divine Favor

2nd level (4 slots): Lesser Restoration, Prayer of Healing

3rd level (2 slots): Crusader’s Mantle, Revivify

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Paladin Aura. The Horde, and all friendly creatures within 10 feet of it gain a bonus to their saving throws equal to the Hordes CHR modifier (+3)

Actions

Holy War Hammer. The horde makes up to four attacks with their war hammers +7 to hit, 1d8+4 B +1d4 Radiant

Lay on Hands (Bonus action). The horde has a pool of 120 hit points worth of lay on hands they can expend to heal the horde or another creature within 5 feet. The horde can also expend 5 hit points to end the poisoned or blinded condition on a creature.

Rebuke the Unholy (Recharge 5-6). The Horde of Crusaders present their holy symbols and speak words of power to castigate the wretched. All undead, fiends, and aberrations within 60 feet of the horde must make a wisdom save (DC 14) or take 5d8 Radiant damage and be Turned. A creature that passes takes half damage only