Angelic Weapons. The valkyrie's weapon attacks are magical and deal an extra 13 (3d8) radiant damage on a hit (included in the attacks).
Innate Spellcasting. The valkyrie's spellcasting ability is Charisma (spell save DC 16). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, spare the dying
3/day each: cure wounds (4th level), daylight, find greater steed (Pegasus only), raise dead
Magic Resistance. The valkyrie has advantage on saving throws against spells and other magical effects.
Multiattack. The valkyrie makes three attacks, or one attack and uses her rope of entanglement.
Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 13 (3d8) radiant damage. If the valkyrie moves at least 20 feet straight toward a target and then hits it with this attack on the same turn, the target takes an extra 11 (2d10) piercing damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant damage.
Rope of Entanglement. The valkyrie may command her rope of entanglement to ensnare a creature she can see within 20ft. The creature must succeed a DC 15 Dexterity saving throw or become restrained. While restrained, the valkyrie may pull or drag the creature as if it was being grappled.
She can release the creature as a bonus action, or the creature can use it's action to make a DC 15 Strength or Dexterity check (target’s choice) to escape.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Parry. The valkyrie adds 4 to its AC against one melee attack that would hit her or her mount. To do so, the valkyrie must see the attacker.
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