Medium Humanoid (Any Race), Any Alignment
Armor Class 19 (Valkyrie Armour)
Hit Points 139 (11d12 + 24)
Speed 30 ft., Fly 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +10, CON +8
Damage Resistances Cold, Radiant
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Brave. The Valkyrie has advantage on saving throws against being frightened.

Valkyrie Armour. This armour has wings attached to the back of the armour, granting the attuned a flight speed of 40ft. 

Blade Art. The Valkyrie can telepathically control the 8 blades they carry. As a bonus action on their turn they can move each of them individually up to 20 feet, otherwise they remain with them. The blades are magical and gain a +3 bonus to attack and damage rolls, and deal an additional 2 die of damage (included in the champions attack). 

Blessing of Lavartia. The Valkyrie has resistance to cold damage. 

Actions

Multiattack. The Champion makes four attacks with their Valkyrie blades.

Valkyrie Blades. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 23 (3d10 +7) slashing damage. Each of the champion's blades is embedded with one of the following magical abilities. Each blade can only be used once per turn and their effect only activates if the attack damages the target:

1: Blade Of Vulnerability. The targeted creature becomes vulnerable to one damage type of your choice until the next time it is damaged.

2: Blade of Impediment. The targeted creature can only move at half its normal speed until the end of its next turn.

3: Blade of Abolishment. The targeted creature is stripped of one positive effect currently active on them of the champion's choice. Any effect granted by a spell of 5th level or higher is immune to this effect. 

4: Blade Of invigoration. The champion heals by the total damage dealt by this blade.

5: Blade of Wounding. The targeted creature takes 5 necrotic damage at the start and end of its next turn.

6: Blade of the Unholy. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) radiant or necrotic damage on a failed save, or half as much damage on a successful one. 

7: Blade of Lost Vision. The targeted creature must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at  the end of each of its turns, ending the effect on itself on a success.

8: Blade of The Sacred Seal. The targeted creature must make a DC 16 Charisma saving throw or be teleported to a pocket dimension inside the blade. The Valkyrie must concentrate on this effect as it would a concentration spell. While a creature is trapped inside the blade, the blade cannot be used again until the creature is removed. The Valkyrie can project an image of itself into this pocket plane as an action, and communicate with the creature inside. 

Reactions

Parry. The Valkyrie adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Monster Tags: NPC

Habitat: Urban

GoldTom

Comments

Posts Quoted:
Reply
Clear All Quotes