AC 22. (aberrations, celestials, elementals, fey, fiends, undead and all spell attacks at disadvantage)
HP 204/204.
PP:16. Darkvision 60'.
Speed: 40'. Swim 60'.
Initiative:+1.
Languages: elvish, common
Immunities: charmed, disease, frightened
Resistances: Fire, Radiant
Active Conditions or Buffs: Longstrider, Deathward, Protection from Evil and Good
Spoiler: Human Paladin of Devotion
Saves:
Advantage: saves against spells/magical effects
S:+9 D:+10 (+2) Co:+12 Int:+2 W:+8 Ch:+10
Add shield AC (+2) to Dex saves against magical effects that target only me. Reaction to negate damage completely if allows half on a success.
Attacks:
+3 Longsword: ATK: d20+16 DMG: 1d8+10+1d8 radiant
+2 Lance: ATK: d20+15 DMG: 1d12+9+1d8 radiant
Longbow: ATK: d20+7 DMG: 1d8+1
Net: ATK +7 Large or smaller creature restrained until freed. (Str DC 10 or 5 slash)
Advantage on melee attacks while mounted against medium creatures
Other Actions
Channel Divinity: Used 0/1 per short rest
Sacred Weapon. Turn the Unholy.
Cleansing Touch: Used 0/2 per long rest
Holy Nimbus: Used 0/1 per long rest
Lay on Hands Pool: Used 0/100 long rest
Bonus Actions
Shield Master Shove:
Spells: Sanctuary(1st), Thunderous Smite(1st), Wrathful Smite(1st), Branding Smite(2nd), Blinding Smite(3rd), Spirit Shroud(3rd)
Reactions
Boon of Invincibility
Spell Slots Used
1: 0/4. 2: 0/3. 3: 1/3. 4: 2/3. 5: 0/2.
Wish: 2/3
DC 16. Spell ATK: d20+8.
Passives
Aura, 30'. +2 all saves. Immune Charmed and Frightened.
Always under Protection from Evil and Good: aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls.
Pegasus: AC 12. HP 59. Fly Speed 90'.
Vasily spurs his mount into motion and bellows a challenge to the idol, leveling his lance towards it. Ghostly forms begin to swirl around him and frost forms on his armor as his pegasus dives.
SpoilerThe idol is large, correct? So no advantage on attacks and can't do the trick of using reach attack to avoid the attack of opportunity.
Bonus action: Spirit Shroud, Cold Damage
SpoilerYou call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
Move to melee reach, maintaining maximum elevation (15-20 feet up?)
+2 Lance: ATK: (d20+15)[29]
DMG: (1d12+9)[12]+(1d8)[4] radiant + (1d8)[1] cold
+2 Lance: ATK: (d20+15)[16]
DMG: (1d12+9)[15]+(1d8)[8] radiant + (1d8)[8] cold
If one of those is a crit I'll be smiting.
Ouch... At least he can't heal until the start of my next turn...