Aura of Courage. The aspect and friendly creatures within 30 feet of it can't be frightened while the aspect is conscious.
Sacred Weapons. The aspect's weapon attacks are magical. When the aspect hits with its maul, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).
Vow of Enmity (Recharges After a Short or Long Rest).As a bonus action, the aspect targets a creature it can see within 10 feet of it. The aspect always knows in which direction its target can be found, and the aspect has advantage on attack rolls against the creature until the creature dies or the aspect chooses another target.
Multiattack. The aspect uses its Abjure Enemy, if it can. It then makes three attacks with its maul.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Abjure Enemy (Recharge 5-6). The aspect targets a creature it can see within 60 feet of it. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on its save if it is a fiend or undead. On a failed save, the the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to speed. On a successful save, the creature's speed is halved for 1 minute or until it takes any damage. This action has no effect on creatures immune to being frightened.
Description
Powerful knights and fighters slain in the midst of a great injustice sometimes return to the Material realm as Aspects of Vengeance, holy warriors possessed by a drive to right what has been wronged.
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