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Aigral Eastonton

Sir Aigral Eastonton is the third son of Baron Garward Eastonton and a Paladin of the Orthodox Church of Divine Masochism. He has distinguished himself during his training within the Order of the Angel of Justice, and had taken his oath in 1264 at age 14, making him one of the youngest Paladins in recent memory.

Aigral’s early childhood was spent under the tutelage of his mother, who was a very devout follower of the Church of Divine Masochism. He was taught the importance of duty and service to the Church and the importance of the family from a very young age. His father, due to the increasing tensions between key Seneran ally Poasah and the Apgarian Confederacy, was often called upon by the Marquess of Surrey to provide logistical support in the event of a prolonged conflict, so he was rarely home.

When he was 4, he began exhibiting signs of latent magical ability, practice of which was considered taboo in the Church of Divine Masochism, unless tempered by the direct guidance of the Church itself. So his mother immediately enrolled him as a page to the Holy Knighthood of the Angel of Justice.

Due to the impending war, the nature of his training needed to be accelerated. Sir Gareth Eastonton, Aigral’s uncle and Knight Commander of the Holy Knighthood, took on the role of his mentor. He was given special dispensation to receive training in the use of “holy magic”, which would provide a foundation to his eventual training as a Paladin.

As magic was considered an evil in the eyes of the Church Orthodoxy, those who perform these acts, even those within the Church itself, were required to undergo a special penance and purification ritual. Aigral was no exception. Along with his training, he learned this ritual of self-flagellation which he would be required to perform in front of his uncle.

At age 7, the Poasan-Apgarian Conflict broke out. His father and uncle were called to arms, and Aigral acted as their page even as they were deployed overseas in the Invasion of Sanery. Even at that desperate time, not many children his age was sent to such a dangerous task, but it seemed that Aigral was quite capable of handling the intense pressure and responsibilities of working near the front lines.

While he was not a combatant at first, his healing abilities were put to good use in the Navy men’s camps. By the time he was 10, he had gained some combat experience as they retreated from Sanerian Anasai, back to their main base in the main Sanerian port. Their forces were routed by Apgarian reinforcements from Estrega and Mayonne, decimating the Seneran advance force. While he and his uncle survived due to Aigral’s quick thinking and extensive use of his magic, his father was not so lucky. Lord Garward was magically wounded with a curse that prevented him from receiving any healing magic. Aigral’s father would die as soon as the retreat was complete.

Aigral was nearly 12 when the war ended, but he had already experienced what most Paladins would only learn in their later years, if at all. Upon his return, his uncle would officially name him his squire, but also recommended that the Holy Knighthood to fast-track his training and induction into their order.

Aigral was formally inducted into the Holy Knighthood of the Angel of Justice on his 14th birthday, one of the youngest to ever do so. As is tradition in the Paladinate, he was to take a personal oath to the Church and the Divine Masochist. This Oath is to be a Paladin’s guiding principle. Aigral chose the Oath of Glory, promising to serve the Church by proudly affirming the virtues of Divine Masochism, and spreading its ideals.

His exceptional performance was noticed by Thralmater Surrata, then the episcopal seneschal of the Diocese of Surrey.

Paladin of the Order of the Angel of Justice

Section titled “Paladin of the Order of the Angel of Justice”

Aigral, Giant of Inespell

Huge giant, Chaotic Evil

Armor Class
15
natural armor
Hit Points
255
85 + 45 + 45 + 40 + 40 (paragon pools)
Speed
40 ft.
Challenge
5
1,800 XP
STR
DEX
CON
INT
WIS
CHA
19
MOD +4 SAVE +4
10
MOD +0 SAVE +0
16
MOD +3 SAVE +6
8
MOD -1 SAVE -1
12
MOD +1 SAVE +4
14
MOD +2 SAVE +2
Senses passive Perception 11
Languages Common

Paragon Creature (5 Parts). Aigral is divided into five health pools: Body (85 HP), Left Arm (45 HP), Right Arm (45 HP), Left Leg (40 HP), and Right Leg (40 HP). When a pool is reduced to 0 hit points, that part is destroyed and its related abilities are lost. Paragon pool effects: lose one arm -> reduced Multiattack flexibility; lose both arms -> cannot use smites or spell-like arm abilities; lose one leg -> speed is halved; lose both legs -> speed becomes 0 and Aigral can only use Body actions.

Multiple Turns. Aigral takes 3 turns per round, spaced evenly through initiative. On each turn it can use actions from any parts that are still intact.

Aura of Flame (Body). A creature that starts its turn within 10 feet of Aigral takes 5 (1d10) fire damage, or half as much on a successful DC 14 Dexterity saving throw.

Aura of Dread (Recharge 5-6). Creatures of Aigral's choice within 10 feet must succeed on a DC 14 Wisdom saving throw or become frightened until the end of their next turn.

Actions

Fire Sprite Breath (Recharge 5-6). Aigral exhales corrupted divine embers in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Nonmagical metal objects in the area become brittle and scorched as the sprites consume iron like fuel.

Massive Slam (Recharge 6). Aigral slams the ground with all remaining limbs. Each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and falling prone on a failed save, or taking half as much damage and not falling prone on a successful one. Cost: this action uses all parts; Aigral cannot use arm or leg actions until the start of its next turn.

Multiattack (Requires 1+ Arm). Aigral makes two arm attacks, choosing from Radiant Fist and Flaming Fist based on remaining arms.

Left Arm - Radiant Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.

Bless (Recharge 5-6). Aigral blesses itself and its remaining parts for 1 minute. It adds 1d4 to attack rolls and saving throws.

Right Arm - Flaming Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 5 (1d10) fire damage.

Searing Smite (Recharge 5-6). When Aigral hits with an arm attack, the attack deals an extra 7 (2d6) fire damage. The target then takes 3 (1d6) fire damage at the start of each of its turns until it succeeds on a DC 14 Constitution saving throw at the end of its turn.

Sweep (Requires 1+ Leg). Each creature in a 15-foot cone must make a DC 14 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one.