Large Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +6, CON +11, INT +9, WIS +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Inscrutable. The Stalwart is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Blazing Truth. The Stalwart's fiery mane disrupts magical effects around him, divorcing it from the magical energy that suffuses the multiverse. Within an aura of 10 feet sphere around the Stalwart, he emits dim light and spells can’t be cast, summoned creatures disappear, and even magic items become mundane. The sphere moves with The Stalwart, centered on him.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

As The Stalwart's health begins to fade, his Flames weaken. When he has half or fewer health points remaining, this effect ends.

 

Actions

Multiattack. The Stalwart makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26(4d10 + 6) slashing damage. 

Flames of Redemption . Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 40 (10d8) fire damage, and Vahva can choose another creature he can see within 30 feet of the target. The second creature regains 27 (6d8) hit points.

Searing Burst. The Stalwart emits magical, divine fire. Each creature of his choice in a 10-foot radius must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage plus 12 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Stalwart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Parsimonious regains spent legendary actions at the start of its turn.

Claw Attack. The Stalwart makes one claw attack.

Searing Leap (Costs 2 Actions). The Stalwart moves up to its speed in a straight line. Moving this way does not provoke attacks of opportunity, and each creature he passes through must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage plus 12 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Keep The Peace (Cost 3 Actions). Each creature of the Stalwarts choice that he can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by The Stalwart for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Keep The Peace for the next 24 hours.

Description

High Judicator of the Blood State, head of the Peerless Elite, and organizer of The Gilded Circle, Vahva rules Paranesh from the ground floor. Walking among the vast maze like city, he can be found administrating justice first hand, making declarations and awarding – or revoking – merchant rights on a whim. With a strong clutch, the lives of every citizen in Paranesh are directly tied to his rule.

The High Stalwart has a textualist approach to law and 0 tolerance policy to crime. From high priest to orphan, all crimes are treated with the highest possible urgency. With his hands on approach to governance, punishment are dolled out quickly, often charged, tried, and convicted in a sitting. Crime however remains high in Paranesh despite his best efforts.

Though little is known about The Stalwart’s Gilded Circle, The Stalwart
disappears shortly after announcing the recruitment period. This is the only time the streets of Paranesh are without his watchful eye.

Habitat: Desert

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