Special Equipment. Ayndru wears the Mantle of Unjor (an artifact that requires attunement). Whoever is attuned to this item gains the following benefits:
- While not wearing armor, they gain a bonus to AC equal to their spellcasting modifier.
- Undead have disadvantage on attack rolls against them, and they cannot become undead by any means
- They gain resistance to necrotic and radiant damage. Additionally, necrotic and radiant damage dealt by the attuned creature ignores resistance to necrotic and radiant damage.
- Whenever they roll necrotic or radiant damage, they can choose to deal maximum damage instead of rolling. They may do so a number of times per day equal to their proficiency bonus.
Ayndu also wields the Twilight Shard (a legendary magic item that requires attunement). Whoever is attuned to the Twilight Shard gains the following benefits.
- They may use their spellcasting modifier, instead of strength or dexterity, for their attack and damage rolls made using this glaive.
- They can attack twice, instead of once, when they take the attack action on their turn. They ignore this benefit if they already have a feature, like Extra Attack, that lets them attack more than once when they take the attack action on their turn.
- Whenever they hit a creature using this weapon, the creature takes an extra 1d6 radiant damage and 1d6 necrotic damage. If the creature is an undead, it instead takes 1d12 radiant and 1d12 necrotic damage.
- The staff has 4 charges and regains 2 charges daily at dusk. When the attuned creature hits with an attack using this weapon, they may expend a charge to force the target to make a Wisdom saving throw against their spell save DC. On a success, nothing happens. On a failure, the target is stunned until the end of the attuned creature's next turn.
- Once per day, the attuned creature may let the spirit of Unjor overtake them. They make four attacks with advantage, after which they gain a level of exhaustion and cannot move or take actions until the end of their next turn.
Legendary Resistance (3/day). If Ayndru fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ayndru has advantage on saving throws against spells and other magical effects.
Vigilant Blessing. Ayndru has advantage on initiative rolls.
Potent Spellcasting. Ayndru adds his Wisdom modifier to the damage he deals with cantrips.
Divine Strike. Once per turn when Ayndru hits a creature with a weapon attack, he can deal an extra 2d8 radiant or necrotic damage to that creature.
Spellcasting. Ayndru is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Ayndru has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead.
1st level (4 slots): bane, command, cure wounds, guiding bolt
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, sending, spirit guardians
4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
5th level (3 slots): flame strike, geas, mass cure wounds
6th level (2 slots): heal, harm, sunbeam
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura, sunburst
9th level (1 slot): mass heal
Multiattack. Ayndru uses his Authority of Unjor feature if it is available. He then makes two attacks with Twilight Shard or casts a spell.
Twilight Shard. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 6) slashing damage plus 6 (1d10) necrotic damage and 6 (1d10) radiant damage.
Authority of Unjor (Recharge 5-6). Ayndru utters a command that rings with divine power. One creature of his choice within 60 ft. of him must make a Wisdom saving throw or be unable to attack until the start of his next turn.
Channel Divinity. Ayndru uses one of the following Channel Divinity options.
- Path to the Grave. As an action, Ayndru chooses one creature he can see within 30 feet of him, cursing it until the end of your next turn. The next time he or an ally of his hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
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Twilight Sanctuary. As an action, Ayndru creates a sphere of twilight that emanates from him. The sphere is centered on him, has a 30-foot radius, and is filled with dim light. The sphere moves with him, and it lasts for 1 minute or until he is incapacitated or dies. Whenever a creature (including himself) ends its turn in the sphere, he can grant that creature one of these benefits:
- He grants it 1d6 + 20 temporary hit points.
- He ends one effect on it causing it to be charmed or frightened.
Circle of Mortality. When Ayndru would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, he instead uses the highest number possible for each die. Additionally, he knows the spare the dying cantrip, which he may cast as a bonus action.
Steps of Night. While in dim light or darkness, Ayndru can give himself a flying speed equal to his walking speed for 1 minute. He can use this bonus action a number of times per day equal to his proficiency bonus.
Keeper of Life. Whenever Ayndru or a creature that he can see within 30 feet of him suffers a critical hit, he can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. Ayndru can use this reaction a number of times per day equal to his Wisdom modifier.
Master of Death. Whenever Ayndru scores a critical hit against an enemy or reduces an enemy to 0 hit points, he may use his reaction to gain temporary hit points equal to half that creature's maximum hit points. He may use this reaction once per day.
Ayndru 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. Ayndru regains spent legendary actions at the start of his turn.
Cantrip. Ayndru casts a cantrip.
Cast a Spell (Costs 2 Actions). Ayndru casts a spell of 1st-3rd level.
Recharge (Costs 3 Actions). Ayndru recharges his Authority of Unjor feature.
Lair and Lair Actions
Ayndru’s Lair
Ayndru's lair is the High Temple of Unjor, the seat of his power and authority. Ayndru spends the majority of his time within the temple, either conducting religious services or penning religious treatises. Everyone within the temple is at his command, and he can summon both guards and counterheretists with a snap of his fingers.
Lair Actions
On initiative count 20 (losing initiative ties), Ayndru takes a lair action to cause one of the following effects; Ayndru can't use the same effect two rounds in a row.
- A swirl of light and shadow erupts from the ground at a point Ayndru can see within 120 ft. of him, creating a 20-foot-high, 5-foot-radius pillar of energy. Each creature within the pillar's area must make a DC 21 Dexterity saving throw. On a success, nothing happens. On a failure, those creatures gain vulnerability to necrotic and radiant damage until the next initiative count 20.
- Ayndru chooses one creature in his lair (including himself). That creature regains 35 hit points.
- Ayndru causes an area within his lair to become draped in deep twilight. He chooses a point he can see within 30 ft. of him. The area within a 20 ft. radius of that point is considered difficult terrain until the start of his next turn.
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