Medium Humanoid, Lawful Good
Armor Class 16 Scale Mail
Hit Points 26 (2d10 + 3)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +4, CHA +5
Skills Acrobatics +5, Athletics +7, History +4, Perception +7
Senses Passive Perception 14
Languages Common, Draconic, Dwarvish, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Vision.
Fey Ancestry. 

Spell-casting. Zevarra is a 2nd-level spell-caster. Her spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Zevarra has following Paladin spells prepared:
1st level (2 slots): [Cure Wounds], [Bless], [Command] and [Protection from evil and good]. 

Divine Sense

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

You have a pool of healing power equal to your paladin level × 5. Your regain your pool on a long rest.
As an action, you can touch a creature to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Also you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.

Actions

Attacks. Zevarra can either make one attack with her sword or cast one spell from her spell list. 

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8/1d10 + 3) slashing damage. 

Dueling. When Wielding your weapons one-handed you gain a +2 bonus to damage rolls with that weapon.  

Divine Smite

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

 

 

SalazarsGuild

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