Medium Celestial, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 40 (8d8 + 4)
Speed 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws WIS +8, CHA +7
Skills Animal Handling +10, Insight +9, Perception +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Angelic Weapons. The Valkyrie's weapon attacks are magical. When the Valkyrie hits with any weapon, the weapon deals an extra 3d6 radiant damage (included in the attack).

Innate Spellcasting. The Valkyrie's spellcasting ability is Charisma (spell save DC 16). The Valkyrie can innately cast the following spells, requiring only verbal components:

At will: Detect Evil and GoodDivine Favor

1/day each: CommuneRaise Dead, Protection from Evil and Good

2/day each: Speak with Dead, Zone of Truth

Magic Resistance. The Valkyrie has an advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Valkyrie makes two melee attacks.

Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Piercing Damage plus 10 (3d6) radiant damage (see Angelic Weapons).

Healing Touch (3/Day). The Valkyrie touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Monster Tags: Angelhumanoid

CyberPsycho

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