Alvari, The Goddes of Destruction | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Alvari, The Goddes of Destruction

Large fallen angel, chaotic evil
Armor Class: Strength D8 - Combat D20 - Agility D6 - Grit D10 - Intellect D12 - Empathy D4
Hit Points: 250
Speed: 40 ft , fly: 40 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Saving Throws: Fear 60 - Sanity 20 - Body 45
Skills: Angelic Ancestry. Alvari has advantage on saving throws against being charmed and frightened. Also, weapons she holds are counted as magical weapons
  Fallen Ancestry. Alvari has advantage on saving throws she makes against being poisoned.
  Magic Resistance. Alvari has advantage on saving throws against spells and other magical effects.

Spellcasting

Spell save DC: 20
Spell attack bonus: +9
  Cast at will: abating bolt*, blood curse*, chill touch, eldritch blast (4 beams)
4/day: charm person, hellish rebuke
3/day: evil mark*, mirror image, command
2/day: heart grasp*, terrorizing gaze*
1/day: blight


Special Abilities

  Pestilent Blood. As a bonus action, Alcestis can cut herself with a weapon or spit bloody phlegm on it by dealing 1 damage to herself. This damage cannot be eliminated by any means. On her next attack with this weapon, Alcestis deals an extra 2d6 necrotic damage and the target creature must make a successful DC 20 Body saving throw or become poisoned for 1 minute. If the target creature succeeds on the saving throw, it becomes immune to the chemical until it takes a long rest. (2 adversity tokens)   Teleport. Alvari magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space he can see. (3 adversity tokens)

Actions

Multiattack. Alvari conjures her magic longsword, Swift Terror, and makes two attacks with it.   Swift Terror. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and an additional 10 (4d4) psychic damage. The target must succeed on a DC 25 Fear saving throw or it is frightened until the end of its next turn.   Staff of the Fire of Hell. The staff can be activated as an action. When activated, the staff sheds 20 feet reddish bright light and an additional 20 feet dim light. Any creature who is within the light or looking directly at the staff within 20 feet of it must make a DC 40 Sanity saving throw or it sees visions of a nightmare landscape and it takes 5d10 damage as it reels from its horrific experience.


Created by

Max Hopper.

Statblock Type

Monster

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