Kryx RPGThemesMonsters

Avenger

Medium humanoid (any species)
Challenge
8 (3,900 XP)

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

135
18d8+54
17
Fort
+3
Ref
+5
Will
+5

Speed 9 m.
Senses passive Perception 16
Skills Acrobatics +7, Athletics +3, Brawn +3, Divinity +6, Perception +6, Stealth +7
Languages any one language (usually Common)

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

Divine Smite. When the paladin hits with a weapon, it deals an extra 5 (1d10) radiant damage (included in the attack).

Maneuvers. The avenger uses maneuvers (maneuver save DC 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, and knows the following maneuvers:

1 stamina die: agile maneuver, ambush, bait and switch, fan of knives, gag, nimble, positioning strike, quick reflexes, sneak, spring attack, stalking shadow, step of the wind, uncanny dodge, vault

2 stamina dice: blind, slashing blades, swift strike

Spellcasting. The avenger is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 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, and knows the following spells:

Cantrips (at will): cloud senses, guidance, resistance, sacred flame, thaumaturgy

1 mana: bless, ceremony, comprehend languages, conviction, daybreak weapon, destructive wave, detect evil and good, extort truth, find steed, gaze of two minds, judge, knowledge of the ages, locate, protection from evil and good, sacred shield, sanctuary, seeking strike, shield of faith, spiritual weapon

2 mana: angelic wings, archon’s trumpet, clairvoyance, commune with nature, commune, create food and water, darkvision, find the path, flame strike, ghostly gaze, guardian of faith, hallow, holy circle, legend lore, past impressions, remove curse, seeing eye, seeing, summon celestial

Bonus Actions

Vow of Enmity (Recharges after a Short or Long Rest unless the target drops to 0 health). As a bonus action, the avenger can utter a vow of enmity against a creature it can see within 18 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 8 kilometers of it.

Actions

Multiattack. The paladin makes two weapon attacks.

Falchion. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) slashing damage, plus 5 (1d10) radiant damage.

Scimitar. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage, plus 5 (1d10) radiant damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing damage, plus 5 (1d10) radiant damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 35/185 m. Hit: 8 (1d8 + 4) piercing damage, plus 5 (1d10) radiant damage.

Underdark, Urbanvgtm