Excal-heim
Medium Undead , Grave Knight, Neutral Good
Once a noble paladin, he was tricked into being a Grave Knight. A suicide soldier sent in to break the front lines. Since he first rose from the grave he has fallen dozens of times, always to rise again. Over the centuries he has grown decrepit, his skin a lifeless grey, his bones twisted and black, his memories all but forgotten. Drops: Dauntless Greatsword, Cloak of Agony, and Estus Flask.
Cloak of Agony (1/day).
The cloak of agony awakens for 1 minute allowing for (Agony) abilities to be used.
Multiattack.
Farron makes three melee attacks and casts one spell per turn.
Dauntless Greatsword.
Melee Weapon Attack: +13 to hit, reach 5ft., up to 2 targets.
Hit: 17 2d8+3+5 slashing.
Blade of Peril (Recharge 4-6).
Melee Weapon Art: +13 to hit, one target.
Hit: 31 4d8+13 piercing damage.
Farron leaps 40 feet in any direction, slamming his ultra greatsword into a creature within reach and/or the ground.
On a hit, the target becomes stunned until Farron's next turn ends.
Lightning Spear.
Ranged Spell Attack: 1d20+7 to hit, Range 60 ft., one target.
Hit: 18 4d8 lightning/force damage.
Destructive Wave (3/day).
Farron strikes the ground, creating a wave of dark energy that rushes outwards.
Each creature Farron chooses within a 45-foot-cone must succeed on a DC 18 Constitution save or take 35 10d6 necrotic damage and be knocked prone.
A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Seeking Souls (Agony).
As an action, Farron can expel 1d8 soul fragments 15 feet into the air, which seek out 1 creature he chooses.
The fragments move as a swarm with a speed of 15 feet.
Additionally, they fall at a rate of 5 feet per turn.
Each fragment deals 1d4 necrotic damage upon touching the target.
Should any fragments hit the ground or an object, they will leave a small dark circle.
This circle will be struck by lightning at the end of the next creature's turn, dealing 1d6 lightning.
Selfless nature. Farron can throw himself into the way of an oncoming ranged attack to protect someone else. Doing so will cause him to automatically fail any saving throws, and his AC will be considered 0 for the attack.