Eryndor is Lord Commander of Aranthaes City Guard. She was born and raised in Aranthaes and has dedicated her life to protecting the city and its people.

Eryndor trained in the ways of combat and the tenets of her faith from a young age, and being taught by legendary commander Godwin Harewood, she quickly rose through the City Guard’s ranks. She is known for her devotion to justice and her willingness to lay down her life for the greater good.

She is solely focused on her duties as the leader of the Aranthaes city guard and her devotion to her goddess, Lady Bune, is expressed through her actions and her unwavering dedication to justice and protecting the citizens of Aranthaes.

She is a tall and muscular woman with blonde hair and deep hazel eyes. She wears gleaming golden armor adorned with the symbol of Lady Bune, a three headed dragon. Her sword and shield are both masterfully crafted and similarly adorned with the symbol of her faith.

Eryndor’s title of Champion of Aranthaes is as much about image as it is about ability. Chosen and equipped by Holy Mother herself, she has been elevated into a living icon – her legendary golden armor, radiant shield, and divine blade transforming her into the embodiment of the City Guard’s strength.

Children dress up as her in festival parades, her likeness adorns banners and temple murals, and her very presence reassures citizens that Aranthaes is safe under the Mother’s watch.

Behind the legend, however, she remains a mortal paladin – talented, yes, but not beyond the reach of steel and spell were it not for her divine gifts. In truth, Eryndor has been made into the poster-girl of the Guard: a carefully cultivated figurehead whose purpose is to inspire loyalty, obedience, and faith.

Dungeon Masters may choose whether she grows into the role she’s been given, or whether the burden of being the city’s symbol weighs heavier than even her enchanted armor.

Eryndor (In Champion Role)

Medium Humanoid (Human, Paladin: Level 11, Oath of Devotion), Lawful Good

Armor Class: 30 (Skin of the Dragon Queen +5, Bune’s Love +4, base plate + shield)
Hit Points: 95 (11d10+22)
Speed: 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws: Wisdom +7, Charisma +8
Skills: Athletics +8, Insight +7, Intimidation +8, Medicine +7, Persuasion +8
Damage Resistances: Fire (via Justice’s Wrath), radiant (divine aura effects)
Condition Immunities: Frightened (Aura of Courage)
Senses: Passive Perception 13
Languages: Common, Elvish
Challenge: 14 Prof Bonus: +4
Actions

Justice’s Wrath (Longsword). +11 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) slashing + 2d6 fire + 1d8 radiant damage. Against evil creatures: +6 bonus damage, 25% chance on hit to trigger an additional 2d6 fire damage. Once per day, can cast Banishment on an evil creature (save DC 15).
Divine Smite. On a hit, expend a spell slot to deal 2d8 extra radiant damage, +1d8 per slot level above 1st. +1d8 if the target is undead or fiend.
Lay on Hands. Eryndor has a pool of 55 hit points per long rest, which can heal or cure disease/poison by touch.
Extra Attack. Eryndor can attack twice whenever she takes the Attack action.

Features & Traits

Aura of Protection. Eryndor and allies within 10 ft. add +4 to all saving throws.
Aura of Courage. Eryndor and allies within 10 ft. cannot be frightened while she is conscious.
Improved Divine Smite. All melee weapon attacks deal an extra 1d8 radiant damage.
Cleansing Touch. 3/day, can end a spell on herself or another willing creature she touches.
Divine Sense. Detect celestials, fiends, or undead within 60 ft. a number of times equal to 1 + CHA modifier per long rest.

Spells

Spell Save DC: 15, Spell Attack: +7
1st (4 slots): Bless, Cure Wounds, Detect Evil and Good, Shield of Faith
2nd (3 slots): Aid, Find Steed, Lesser Restoration, Magic Weapon
3rd (3 slots): Aura of Vitality, Dispel Magic, Revivify
4th (2 slots): Banishment, Death Ward, Locate Creature
5th (1 slot): Destructive Wave, Dispel Evil and Good, Raise Dead

Equipment

Skin of the Dragon Queen (plate +5), Bune’s Love (shield +4), Justice’s Wrath (longsword +3/+6 vs evil, +2d6 fire, banishment ability), holy symbol of Lady Bune, adventurer’s kit.

Note: Eryndor’s AC and damage output are intentionally high – she is designed as a legendary-tier NPC, symbol of justice, and near-unbeatable figure unless faced under extraordinary circumstances.

Eryndor (Day-to-Day)

Medium Humanoid (Human, Paladin: Level 11), Lawful Good

Armor Class: 19 (plate + shield)
Hit Points: 95 (11d10 + 22)
Speed: 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws: Wisdom +6, Charisma +8
Skills: Athletics +8, Insight +6, Intimidation +8, Medicine +6, Persuasion +8
Senses: Passive Perception 12
Languages: Common, Celestial
Challenge: 8 Prof Bonus: +4
Abilities

Divine Smite. Expends spell slots to deal radiant damage on melee hits (2d8 +1d8 per slot above 1st).
Lay on Hands. Pool of 55 HP healing per long rest. Can cure disease/poison (5 HP each).
Aura of Protection. Eryndor and allies within 10 ft. add +4 to all saving throws.
Aura of Courage. Allies within 10 ft. cannot be frightened while she is conscious.
Extra Attack. Two attacks per Attack action.
Channel Divinity (Oath of Devotion). Sacred Weapon, Turn the Unholy.
Spellcasting. DC 15, +7 to hit with spell attacks. Typical spells: Bless, Shield of Faith, Cure Wounds, Lesser Restoration, Revivify, Dispel Magic, Banishment.

Actions

Longsword. +8 to hit, 1d8+4 slashing (versatile 1d10+4).
Spear. +8 to hit, 1d6+4 piercing (thrown 20/60 ft.).
Shield Bash (Improvised). +7 to hit, 1d4+4 bludgeoning, DC 15 Strength save or be knocked prone.

Equipment

Standard plate armor, longsword, shield (city guard emblem), holy symbol, healer’s kit, personal notes, and orders for her battalion.

DM’s Note: This is Eryndor in her normal commander’s kit – dangerous but mortal. For her role as the city’s invincible champion and figurehead, use her “Champion of Aranthaes” stat block with AC 30 and relic gear.