Savior (5e Creature)

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Savior[edit]

Medium humanoid (any race), lawful good


Armor Class 17 (splint)
Hit Points 136 (16d8 + 64)
Speed 35 ft.


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 18 (+4) 14 (+2) 17 (+3) 20 (+5)

Saving Throws Str +8, Con +8, Wis +7, Cha +9
Skills Persuasion +9, Religion +6
Proficiency Bonus +4
Damage Resistances necrotic, psychic
Damage Immunities radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 10 (5,900 XP)


Blessed Arms. The savior's weapon attacks are magical. When the savior hits with any weapon, the weapon deals an extra 14 (4d8) radiant damage (included in the attack).

Call to the Gods (1/Day). When the savior is reduced to 0 hit points, it makes a DC 15 Wisdom check. On a success, it regains 20 hit points.

Restless Faith. The savior cannot be put to sleep by magic.

Smiter. When the savior hits a creature while it has advantage on the attack roll, the target has disadvantage on all saving throws until the start of the savior's next turn.

ACTIONS

Multiattack. The savior makes four attacks with its longsword.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) radiant damage.

Divine Hands (3/Day). The savior touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.


paladind_6742.jpg
From Ultima VI

Saviors are warriors of the divine, picked out among the people to be bestowed with the powers of the gods. Their weapons are wreathed in the power of light, as they fight on the side of the good and just. The inner flame of their faith burns bright to dispel any fog that may try to fog their judgment or blind their eyes from that which is the path to righteousness. Without a speck of hesitation, they ride through battle, slaying fiends and evils of darkness. Their own bodies and minds are tempered with discipline so as not to fall prey to enemy wiles or the encroachment of evil influences. The darkness cannot touch them. Their goodwill imbues their hands with the power to heal allies and restore strength.

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