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Garward Eastonton

Garward Eastonton considered one of Senera’s heroes of the Poasan-Apgarian Conflict and is the head of the Eastonton family and the Viscount of Eastonton. He is also the Head Paladin of the Knightly Order of the Angel of Justice Eastonton Brigade.

After the war, Garward secretly converted to Reformism while preserving the public face of an Orthodox paladin. His encounter is built around that hidden conversion becoming physically undeniable: the green draught in his possession accelerates a mind flayer parasite in his brain, transforming him into a paladin mind flayer in 1d4 turns.

Garward’s encounter uses three stat blocks with the MDX page as the glue. Phase 1 begins at CR 10 as Garward fights with the public discipline of the Head Paladin of the Angel of Justice. Phase 2 begins when he drinks the green liquid or loses his first paragon pool, increasing the pressure to CR 11 while the parasite evolves. Phase 3 begins when the 1d4-turn countdown completes or the second paragon pool is destroyed, revealing the full CR 12 paladin mind flayer.

Use the phase transitions as dramatic beats. The first break exposes his Reformist confession through leaking telepathy and warped divine magic. The second break should feel like the doctrine has become a body: radiant command, psychic domination, and illithid hunger fused into one authority.

Garward Eastonton, False Orthodoxy

Medium humanoid (human), Lawful Evil

Armor Class
20
plate, shield
Hit Points
75
10d8 + 30
Speed
30 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
20
MOD +5 SAVE +9
10
MOD +0 SAVE +0
16
MOD +3 SAVE +7
12
MOD +1 SAVE +1
16
MOD +3 SAVE +7
18
MOD +4 SAVE +8
Skills Athletics +9, Insight +7, Intimidation +8, Perception +7, Religion +5
Damage Resistances Radiant
Condition Immunities Frightened
Senses passive Perception 17
Languages Common, Celestial

Aura of Confession. Creatures of Garward's choice within 10 feet of him have a -2 penalty to Wisdom saving throws.

False Orthodoxy. Garward appears to fight as the Head Paladin of the Angel of Justice. He has advantage on saving throws against being knocked prone or moved against his will, and his weapon attacks deal an extra 9 (2d8) radiant damage.

Legendary Resistance (1/Day). If Garward fails a saving throw, he can choose to succeed instead.

Spellcasting. Garward is a 13th-level paladin. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following paladin spells prepared:

1st level (4 slots): blessBlessLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, MYou bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., compelled duelCompelled DuelLevel 1 · Enchantment1 bonus · 30 ft. · 1 minuteVYou try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you. The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target., shield of faithShield of FaithLevel 1 · Abjuration1 bonus · 60 ft. · 10 minuteV, S, M (a prayer scroll)A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

2nd level (3 slots): aidAidLevel 2 · Abjuration1 action · 30 ft. · 8 hourV, S, M (a strip of white cloth)Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration. Each target's Hit Points increase by 5 for each spell slot level above 2., find steedFind SteedLevel 2 · Conjuration1 action · 30 ft. · InstantaneousV, SYou summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Use the spell slot's level for the spell's level in the stat block., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

3rd level (3 slots): aura of vitalityAura of VitalityLevel 3 · Abjuration1 action · 30 ft. · 1 minuteVAn aura radiates from you in a 30-foot Emanation [Area of Effect] for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it., crusader's mantleCrusader's MantleLevel 3 · Evocation1 action · 30 ft. · 1 minuteVYou radiate a magical aura in a 30-foot Emanation [Area of Effect]. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike., revivifyRevivifyLevel 3 · Necromancy1 action · Touch · InstantaneousV, S, MYou touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

4th level (1 slot): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., staggering smiteStaggering SmiteLevel 4 · Enchantment1 bonus · Self · InstantaneousVThe target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. The extra damage increases by 4d6 for each spell slot level above 4.

Actions

Multiattack. Garward makes two Longsword attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) radiant damage.

Divine Smite (3/Day). When Garward hits a creature with a melee weapon attack, he deals an extra 18 (4d8) radiant damage to the target.

Bonus Actions

Drink the Green Draught. Garward drinks the green liquid and immediately transitions to Phase 2. If he uses this bonus action before he is reduced to 0 hit points, discard his remaining Phase 1 hit points.

Lay on Hands. Garward touches himself or another creature and restores up to 35 hit points from a pool.

Reactions

Rebuke the Faithless. When a creature Garward can see within 30 feet hits him with an attack, Garward forces the creature to make a DC 16 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) radiant damage. On a successful save, the creature takes half as much damage.

Legendary Actions

Garward can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Garward regains spent legendary actions at the start of his turn.

Commanding Step. Garward moves up to half his speed without provoking opportunity attacks.

Sword of Office. Garward makes one Longsword attack.

Ringing Decree (Costs 2 Actions). One creature Garward can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be frightened of Garward until the end of its next turn.

Garward Eastonton, Green Draught

Medium humanoid (human), Lawful Evil

Armor Class
20
plate, shield
Hit Points
80
10d8 + 35
Speed
30 ft.
Challenge
11
7,200 XP
STR
DEX
CON
INT
WIS
CHA
20
MOD +5 SAVE +9
10
MOD +0 SAVE +0
18
MOD +4 SAVE +8
14
MOD +2 SAVE +2
16
MOD +3 SAVE +7
19
MOD +4 SAVE +8
Skills Athletics +9, Insight +7, Intimidation +8, Perception +7, Religion +6
Damage Resistances Radiant; Psychic
Condition Immunities Charmed and Frightened
Senses , passive Perception 17
Languages Common, Celestial, telepathy 120 ft.

Transformation Countdown. When this phase begins, roll 1d4. At the end of each of Garward's turns, reduce the result by 1. When it reaches 0, Garward transitions to Phase 3 even if he has hit points remaining.

Leaking Confession. A creature that starts its turn within 10 feet of Garward must succeed on a DC 17 Wisdom saving throw or hear one Reformist confession it cannot forget until the start of its next turn. A creature affected this way has disadvantage on its next attack roll against Garward before then.

Unstable Paragon. Garward takes two turns each round, spaced evenly through initiative. He regains spent legendary actions only at the start of his first turn each round.

Legendary Resistance (1/Day). If Garward fails a saving throw, he can choose to succeed instead.

Spellcasting. Garward's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following paladin spells prepared:

1st level (4 slots): blessBlessLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, MYou bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., compelled duelCompelled DuelLevel 1 · Enchantment1 bonus · 30 ft. · 1 minuteVYou try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you. The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target., shield of faithShield of FaithLevel 1 · Abjuration1 bonus · 60 ft. · 10 minuteV, S, M (a prayer scroll)A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

2nd level (3 slots): aidAidLevel 2 · Abjuration1 action · 30 ft. · 8 hourV, S, M (a strip of white cloth)Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration. Each target's Hit Points increase by 5 for each spell slot level above 2., find steedFind SteedLevel 2 · Conjuration1 action · 30 ft. · InstantaneousV, SYou summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Use the spell slot's level for the spell's level in the stat block., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

3rd level (3 slots): aura of vitalityAura of VitalityLevel 3 · Abjuration1 action · 30 ft. · 1 minuteVAn aura radiates from you in a 30-foot Emanation [Area of Effect] for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it., crusader's mantleCrusader's MantleLevel 3 · Evocation1 action · 30 ft. · 1 minuteVYou radiate a magical aura in a 30-foot Emanation [Area of Effect]. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike., revivifyRevivifyLevel 3 · Necromancy1 action · Touch · InstantaneousV, S, MYou touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

4th level (1 slot): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., staggering smiteStaggering SmiteLevel 4 · Enchantment1 bonus · Self · InstantaneousVThe target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. The extra damage increases by 4d6 for each spell slot level above 4.

Actions

Multiattack. Garward makes two attacks, choosing from Longsword and Mind Lance.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) radiant damage and 7 (2d6) psychic damage.

Mind Lance. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage, and the target cannot take reactions until the end of its next turn.

Psychic Smite (3/Day). When Garward hits a creature with a melee weapon attack, he deals an extra 18 (4d8) psychic damage to the target.

Bonus Actions

Lay on Hands. Garward touches himself or another creature and restores up to 35 hit points from a pool.

Reactions

Rebuke the Faithless. When a creature Garward can see within 30 feet hits him with an attack, Garward forces the creature to make a DC 16 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) psychic damage. On a successful save, the creature takes half as much damage.

Legendary Actions

Garward can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Garward regains spent legendary actions at the start of his first turn each round.

Commanding Step. Garward moves up to half his speed without provoking opportunity attacks.

Sword of Office. Garward makes one Longsword attack.

Psychic Rebuke. One creature Garward can see within 60 feet must succeed on a DC 16 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn.

Forced Revelation (Costs 2 Actions). Garward reduces his Transformation Countdown by 1 and immediately uses Mind Lance.

Garward Eastonton, Reformed Vessel

Medium aberration (transformedhuman), Lawful Evil

Armor Class
20
plate, shield
Hit Points
95
11d8 + 45
Speed
30 ft.
Challenge
12
8,400 XP
STR
DEX
CON
INT
WIS
CHA
20
MOD +5 SAVE +9
10
MOD +0 SAVE +0
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
17
MOD +3 SAVE +7
20
MOD +5 SAVE +9
Skills Athletics +9, Insight +7, Intimidation +9, Perception +7, Religion +8
Damage Resistances Radiant; Psychic
Condition Immunities Charmed and Frightened
Senses , passive Perception 17
Languages Common, Celestial, Deep Speech, telepathy 120 ft.

Blooming Revelation. When this phase begins, each creature of Garward's choice within 30 feet must succeed on a DC 17 Wisdom saving throw or be stunned until the end of Garward's next turn.

Full Paragon. Garward takes three turns each round, spaced evenly through initiative. He regains spent legendary actions only at the start of his first turn each round.

Aura of Confession. Creatures of Garward's choice within 30 feet of him have a -2 penalty to Wisdom saving throws.

Psychic Smite. Garward's weapon attacks deal an extra 9 (2d8) psychic damage.

Legendary Resistance (2/Day). If Garward fails a saving throw, he can choose to succeed instead.

Spellcasting. Garward's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following paladin spells prepared:

1st level (4 slots): blessBlessLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, MYou bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., compelled duelCompelled DuelLevel 1 · Enchantment1 bonus · 30 ft. · 1 minuteVYou try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you. The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target., shield of faithShield of FaithLevel 1 · Abjuration1 bonus · 60 ft. · 10 minuteV, S, M (a prayer scroll)A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

2nd level (3 slots): aidAidLevel 2 · Abjuration1 action · 30 ft. · 8 hourV, S, M (a strip of white cloth)Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration. Each target's Hit Points increase by 5 for each spell slot level above 2., find steedFind SteedLevel 2 · Conjuration1 action · 30 ft. · InstantaneousV, SYou summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Use the spell slot's level for the spell's level in the stat block., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

3rd level (3 slots): aura of vitalityAura of VitalityLevel 3 · Abjuration1 action · 30 ft. · 1 minuteVAn aura radiates from you in a 30-foot Emanation [Area of Effect] for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it., crusader's mantleCrusader's MantleLevel 3 · Evocation1 action · 30 ft. · 1 minuteVYou radiate a magical aura in a 30-foot Emanation [Area of Effect]. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike., revivifyRevivifyLevel 3 · Necromancy1 action · Touch · InstantaneousV, S, MYou touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

4th level (1 slot): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., staggering smiteStaggering SmiteLevel 4 · Enchantment1 bonus · Self · InstantaneousVThe target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. The extra damage increases by 4d6 for each spell slot level above 4.

Actions

Multiattack. Garward makes two attacks, choosing from Longsword and Tentacles. He can replace one attack with Mind Lance.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) psychic damage.

Mind Lance. Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage, and the target cannot take reactions until the end of its next turn.

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

Mind Blast ((Recharge 5-6)). Garward magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 33 (6d10) psychic damage and be stunned for 1 minute. A stunned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Extract Heresy. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by Garward. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Garward kills the target by extracting and devouring its brain.

Bonus Actions

Lay on Hands. Garward touches himself or another creature and restores up to 35 hit points from a pool.

Reactions

Rebuke the Faithless. When a creature Garward can see within 30 feet hits him with an attack, Garward forces the creature to make a DC 17 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) psychic damage. On a successful save, the creature takes half as much damage.

Legendary Actions

Garward can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Garward regains spent legendary actions at the start of his first turn each round.

Commanding Step. Garward moves up to half his speed without provoking opportunity attacks.

Sword of Office. Garward makes one Longsword attack.

Psychic Rebuke. One creature Garward can see within 60 feet must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn.

Tentacular Drag (Costs 2 Actions). One creature grappled by Garward must succeed on a DC 17 Strength saving throw or be pulled up to 15 feet to an unoccupied space Garward can see.

Break the Doctrine (Costs 3 Actions). Garward recharges Mind Blast.