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Atticus

Portrait

Atticus
1
Description:
Hero of heroes Atticus the handsome Paladin,
Knight of Tyr stands bravely in your way. His righteous quest
to rid the plane of all who he deems unlawful, fiendish, Boss Actions (2)
wicked or evil. A solid white cape frames his silvery plate Atticus can take 2 boss actions, choosing from the
armor, his only revealed flesh is his head. Long golden locks, options below. Only one Boss action option can be
piercing blue eyes, pale skin, and a cleft chin. used at a time and only at the end of another
Combat stategy: At the start of combat Atticus will use creature's turn. Atticus regains spent Boss actions
Leadership, if fighting with allys. Next, whether fighting with at the start of his turn.
allys or not he will use Heroism. If he loses concentration on
this he will not choose to cast it again. Atticus uses Tactical Angel's Light. Magical light flashes out from the
Retreat or Stay back once a round at will at the end of Paladin Knight’s weapon in a (10-foot radius). Any
another creatures turn. Atticus will likely use Angel's light creature in that area able to see the bright light
once a round near soon after his turn. When Atticus drops must succeed on a (DC 10) Constitution saving
below 42 hp for the first time Atticus will cast Blind Vigor. throw or be blinded until the start of Paladin
Atticus is prone to smite anyone who besmerches Tyr, or to Knight’s next turn.
down an enemy otherwise. Blind Vigor. The paladin knight raises their
If Atticus drops to 10hp or below, the paladin will drop to greatsword to the sky as a radiant beacon. The
his knees and begin to beg for his life. Whining, and crying paladin knight chooses one creature within 30ft.
like a baby with tears, snot and blood, running down his face. who has no cover above them. They must succeed
on a DC12 Dex Saving throw and take 1d6 radiant
damage on a fail, and half as much on a success.
The paladin knight then gains many temporary hit
points equal to the damage.
Tactical Retreat. The Paladin Knight moves up to its
speed without provoking opportunity attacks.
Stay Down! & Stay Back! Paladin Knight chooses a
creature no more than one size larger than it within
5ft and decide to attempt to either:
Move the
creature 5 feet to an unoccupied space
be knocked
prone.
The target must succeed on a (DC 11)
Strength saving throw or face the chosen effect.

Paladin Knight Greatsword. Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Medium humanoid (any race), Any lawful alignment
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
Armor Class 13 (plate) range 100/400 ft., one target. Hit: 5 (1d10) piercing
Hit Points 84 (13d8 + 26) damage.
Speed 30 ft.
Spellcasting. The paladin is a 4th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
STR DEX CON INT WIS CHA hit with spell attacks). The paladin has the following
paladin spells prepared:

16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

    1st level (4 slots): cure wounds, detect evil and


Saving Throws Con +4, Cha +5 good, heroism*, protection from evil and good
Skills Athletics +5, Religion +2
Senses passive Perception 10 Bonus Actions
Languages any one language (usually Common)
Challenge 4 (1,100 XP) Divine Smite (2 Uses). As a bonus action, the paladin
knight can expend a use of this ability to cause a melee
weapon attack to magically deal an extra 3 (1d6)
Brave. The knight has advantage on saving throws
radiant >damage to a target on a hit.
against being frightened.

Actions Reactions
Parry. The knight adds 2 to its AC against one melee
Multiattack. The knight makes two melee attacks.
attack that would hit it. To do so, the knight must see
the attacker and be wielding a melee weapon.

Atticus
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Insult Creator Party missing
Quip
Insult Creator: Roll on the appropriate Quip table, then roll
for Modifier and then Name to masterfully construct a daring 1 Tyr protects me
line from our indomitable hero. 2 Give up
3 You're unfit to battle me
Quips 4 Your slouching form is laughing stock compared to my
Below are the Atticus's best jabs for special situations. superior technique

TO BATTLE! Insult Table


Quip
Insult
1 Silence! I’ll hear no more such wicked lies, half-truths,
or quarter-truths. You however will be hearing my 1 Avert your eyes, lest the sheen of my biceps strike you
blessed greatsword. Specifically the sound it makes blind!
slicing you limb from limb! 2 May the gods show you mercy, for I shall not!
2 We meet once again, like a moth drawn to the flame of 3 You battle me upon your own peril. YOU’LL GET NO
righteousness. QUARTER HERE.
3 The god-hated insult is back to be destroyed by my 4 It is an honor to have the opportunity to stand in your
joyous righteous fury. path!
4 I lay siege to these, insult, and return with your head! 5 You have no bearing, no grace.. No courage.
6 There is no greater pleasure on the material plane than
Atticus Being Hit vanquishing the likes of you.
Quip
7 You belong in the lowest depth, forgotten in the mists
1 You cheat! of time, I will send you there.
2 You dare hit me!? 8 You’ve come to the right place for a swift and
3 It shall take more than that righteous death.
4 I'll get you yet. 9 Upon my honor, insult, you shall not pass.
5 What depths you stoop to! 10 You are beneath the notice of the gods, insult. Whilst I
have EARNED THEIR FAVOR.
6 ?
11 I shalt never yield to the likes of you!
Atticus Hitting Party 12 We’re not finished
Quip 13 Return to hell
1 Ha-ha- HA 14 Your foul deeds shall go unsung
2 Too slow 15 Upon my faith you’ll go no further
3 Take THAT! 16 You should've stayed in hell
4 Try evading this! 17 You shall not reach your goal whilst I still live and
5 Sloppy technique breathe.

6 There's no escaping my blessed greatsword 18 Tyr smite you

7 Witness the power of Tyr! 19 No mercy

8 Cower in my might 20 Prepare to die

Divine Smite
Quip
1 Tyr! Lend me your strength, aid me against this
2 I will smite you back into the lowest depths of hell
3 Yield to my DIVINE AUTHORITY
4 Witness the power of Tyr!

Atticus
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Name Calling Spells
Insult Modifier Table Cure Wounds
Modifier 1st level evocation
1 Misbegotten Casting Time: 1 action
Range: Touch
2 Shameful Components: V, S
3 Savage Duration: Instantaneous
4 Unfilial A creature you touch regains a number of hit points equal
5 Foolhardy
to 1d8 + your spellcasting ability modifier (Cha +3).
6 Cowardly Heroism
7 Wicked 1st level enchantment
8 Unlawful Casting Time: 1 action
Range: Touch
9 Poisonous Components: V, S
10 Naive Duration: Concentration, Up to 1 minute
11 Vile A creature you touch is imbued with bravery. Until the spell
12 Unwelcome ends, the creature is immune to being frightened and gains
temporary hit points equal to your spellcasting ability
13 Pustule modifier (Cha +3) at the start of each of its turns. When the
14 Undeserving spell ends, the target loses any remaining temporary hit
15 Foul
points from this spell.
16 Disgusting
17 Fiendish
18 God-hated
19 Dreadful
20 Killer

Insult Name Table


Name
1 Fiend
2 Monster
3 Hellspawn
4 Maggot
5 Worm
6 Blaggard
7 Fool
8 Filth
9 Hag
10 Coward
11 Simpleton
12 Delinquent

Atticus
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