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Strongheart
- STR
- 15 (+2)
- DEX
- 12 (+1)
- CON
- 13 (+1)
- INT
- 12 (+1)
- WIS
- 13 (+1)
- CHA
- 17 (+3)
Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).
Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each: command, detect evil and good, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truth
Actions
Strongheart makes three Steel attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart's next turn.
While holding Steel, Strongheart casts revivify.
Reactions
When a creature Strongheart can see attacks another creature that is within 5 feet of him, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.
Find this creature in the encounter builder

Source: The Wild Beyond the Witchlight, p. 228 - Licenses and attribution