Oathbreaker (5e Creature)
Oathbreaker
Medium humanoid (any race), any evil alignment Armor Class 20 (plate, shield)
Saving Throws Str +5, Con +4, Cha +5 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 *The oathbreaker casts these spells on itself before combat. Vicious Smite. As a bonus action, the oathbreaker can expend 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. ACTIONSMultiattack. The oathbreaker can use its Control Unholy. It then makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Control Unholy. The oathbreaker can chose a single fiend or undead that can see or hear the oathbreaker within 30 feet forcing 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. REACTIONSParry. The oathbreaker adds 3 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon. |
The paladin’s 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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