Vetra
Medium Celestial, Lawful Good
Armor Class 21 (Plate +Shield)
Hit Points 330 (20d10+10d6+150
Speed:
30 ft.
Fly: 40 ft.
Saving Throws Strength +14, Wisdom +12, Charisma +15
Damage Resistances Radiant and Lightning
Condition Immunities Charmed and Frightened
Languages Common, Celestial, Primordial, and Infernal
Challenge Rating 21
Proficiency Bonus 8
Actions
Multiattack
Vetra makes two melee attacks with her sword or casts two cantrips.
Divine Smite (Paladin Feature)
When Vetra hits a creature with a melee weapon attack, she can expend a spell slot to deal radiant damage in addition to the weapon's damage.
Damage: 2d8 (1st-level spell slot) + 1d8 per higher level slot. Fiends and undead take an extra 1d8 radiant damage.
Zealot's Fury (Recharge 5-6)
As a bonus action, Vetra enters a state of righteous fury for 1 minute. During this time, all of her attacks deal an additional 2d8 radiant damage, and she has advantage on Strength-based attacks.
Prismatic Burst (Sorcerer Feature)
Vetra unleashes a burst of multicolored light, affecting enemies in a 30-foot radius. Each creature must make a Dexterity saving throw (DC 18) or suffer one of the following effects:
Red: 4d6 fire damage
Orange: 4d6 acid damage
Yellow: 4d6 lightning damage
Green: 4d6 poison damage
Blue: 4d6 cold damage
Indigo: The creature is restrained until the end of its next turn.
Divine Challenge
As a bonus action, Vetra challenges a creature within 30 feet to a duel. The creature must succeed on a Wisdom saving throw (DC 17) or be forced to focus its attacks solely on her for 1 minute.
Healing Touch (3/day)
Vetra touches a creature and restores 100 hit points. If the creature is unconscious, it regains consciousness.
Bonus Actions
Prismatic Shift
As a bonus action, Vetra can teleport 60 feet to an unoccupied space she can see. She leaves behind a blinding flash of light that deals 2d6 radiant damage to enemies within 5 feet of where she was.
Legendary Actions
Vetra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Vetra regains spent legendary actions at the start of her turn.
Attack:
Vetra makes a melee weapon attack.
Divine Smite
Vetra can make one weapon attack and use her Divine Smite ability.
Healing Aura (Costs 3 Actions)
Vetra radiates healing light in a 30-foot radius. All allies in the area regain 3d10 hit points.
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