Bestiary · Humanoid

Halcyion Chaplain

Every Commandery must include a Chaplain. They advise on doctrine, judge whether a campaign stays inside the principles of creation and preservation, and perform the rites of technological consecration after a recovery.

Halcyion Federation
A Halcyion
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
18 (consecrated plate)
Hit points
119 (14d8 + 56)
Proficiency
+3
  • STR 17 +3 save +3
  • DEX 13 +1 save +1
  • CON 18 +4 save +7
  • INT 16 +3 save +3
  • WIS 19 +4 save +7
  • CHA 17 +3 save +6
Skills
Religion +6 , Insight +7 , Medicine +7 , Technology +6
Passive Perception
14
Languages
Common, Federation Standard, Low Aurelian
Damage resistances
radiant, necrotic
Condition immunities
frightened , charmed
Found in
Settlement , Hyperlane Corridor

Equipment

Spells

Channels with WIS. Save DC 15, spell attack +7 .

Casts as the Order's representative in the Commandery. Its spells are the rites of consecration and judgment the office performs.

Traits

  • Doctrinal Authority

    May halt any Commandery action. Knights within 60 feet have advantage on saving throws against being Charmed or Frightened.

  • Rite of Consecration

    Restores 6d8 hit points to one creature, construct or vehicle it touches. Three times per day.

Actions

  • Censer Hammer

    +6 to hit · reach 5 ft.

    2d8 + 3 radiant damage

    Two attacks. A creature hit by both can be tracked by any Knight of the Commandery for 1 hour.

  • Anathema

    DC 15 Wisdom save

    Each fiend, undead or Khaos creature within 30 feet takes 8d8 radiant damage on a failed save and is Incapacitated until the end of its next turn, or half damage on a success.

  • The Commandery Will Not Reaction

    When a Knight within 60 feet takes an action the Chaplain judges outside the principles of creation and preservation, the action does not happen and is not spent, and the Knight may take a different one instead.