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The Fallen Paladin King Icarod

Lore

King Icarod, the power hungry king of Demerof, claimed power after the fall of Icathia and the death of his older brother King Icanthro. A paladin king, sworn to an oath of vengeance, took his oath to the extreme when swearing he would instill order and peace by any means necessary. Haunted by the failure of his father, Icarod intends to establish order to his kingdom and never be overthrown by enemies foreign or domestic. King Icarod in order to secure power and ensure safety for his kingdom has constructed an army of autonomous modrons that do his biding. Through manipulating the public with propoganda and framing other officials for misdeeds and various crimes, he has created an empire that values loyalty more than autonomy. Dissenters are punished with imprisonment or death dependent on the king's ruling.

The Fallen Paladin King Icarod

Medium humanoid, chaotic good

Armor Class 18 (Chest Plate)
Hit Points 64
Speed 30 ft.
STR
10
(+0)
DEX
11
(+0)
CON
10
(+0)
INT
11
(+0)
WIS
13
(+1)
CHA
18
(+4)
Saving Throws STR +4, DEX +4, CON +4, INT +4, WIS +9, CHA +12
Skills Athletics +4, Deception +4, Insight +1, Intimidation +8, Medicine +1, Performance +4, Persuasion +8, Survival +5
Condition Immunities Charmed, Frightened
Senses passive Perception 10
Languages Common, Drawven, Common Sign Language, Elvish, Orc, Infernal
Challenge 7 (2,900 XP)

Actions

King's Greatsword. King Icarod takes a swing with his greatsword. +4 Hit, 2d6 slashing damage.

Channel Divinity (2 slots). You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create. Refer to Legendary Actions below.

Legendary Actions

Channel Divinity: Abjure Foes. As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Sacred Weapon: Imbue Weapon. When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.