Kryx RPGThemesCreatures

Avenger

Medium humanoid (any species)
Challenge
8

STR
0
DEX
4
CON
3
INT
1
WIS
3
CHA
0

135
18d8+54
19
Fort
+3
Ref
+5
Will
+5

Speed 5 m.
Skills Acrobatics +7 (18), Athletics +3 (14), Brawn +3 (14), Divinity +6 (17), Insight +3 (14), Perception +6 (17), Stealth +7 (18)
Languages any one language (usually Common)

Armor of Faith. The Defense of the avenger includes its Wisdom.

Divine Smite. When the avenger hits with a weapon, it deals an extra 5 (1d8) damage of a type associated with its deity.

The damage associated with its deity can be acid, cold, concussion, fire, force, lightning, necrotic, poison, radiant, or psychic damage. It might be cold for a god of winter, concussion or lightning for a storm god, fire for a nature or fiendish god, force for a god of magic, necrotic or poison for a god of death, radiant for a sun god, or psychic for a god of madness.

Maneuvers. The avenger uses maneuvers (maneuver save Difficulty 15). It has 11 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, fan of knives, nimble, positioning strike, spring attack, stalking shadow, step of the wind, uncanny dodge, vault

2 stamina dice: frenzy, gag, slashing blades

Spellcasting. The avenger uses Divinity (Wis) to cast spells (spell save Difficulty 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 10th-level spellcaster): cloud senses, thaumaturgy, true strike

1 mana: bless, ceremony, comprehend languages, conviction, detect evil and good, divine emissary, divine word, extort truth, find steed, gaze of two minds, judge, knowledge of the ages, locate, protection from evil and good, sanctuary, seeking strike, shield of faith

2 mana: angelic wings, clairvoyance, commune with nature, commune, create food and water, darkvision, find the path, ghostly gaze, guardian of faith, hallow, holy circle, legend lore, past impressions, remove curse, seeing eye, seeing, spirit guardians, spiritual weapon, summon celestial

Vow of Enmity (Recharges after a Short or Long Rest unless the target drops to 0 health). Once on its turn when the avenger hits a creature with an attack, the avenger can utter a vow of enmity against a creature it can see within 10 meters of it. For 8 hours the avenger gains advantage on attack rolls against the creature or until the creature drops to 0 health or falls unconscious.

While the vow lasts, the creature’s general direction and distance from the avenger is revealed if the creature is within 10 kilometers of it.

Actions (2)

Falchion. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) extra damage.

Scimitar. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 7 (1d6 + 4) slashing damage plus 4 (1d8) extra damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage plus 4 (1d8) extra damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 20/200 m. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) extra damage.

Underdark, Urbanvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can make a weapon attack in an attempt to knock the creature off balance with your blow. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As an action, you can make a melee weapon attack in an attempt to render it unable to speak. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t speak until the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for every two additional stamina die expended, but you can only attack each creature once.