Armor Class
20
(plate, shield)
Hit Points
57
(5d10 + 3)
Speed
30 ft.
STR
18
(+4)
DEX
12
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
16
(+3)
Saving Throws
WIS +3, CHA +5
Skills
Athletics +7, Insight +3, Perception +3, Persuasion +6, Religion +3
Damage Resistances
Poison
Condition Immunities
Charmed, Frightened, Poisoned, Unconscious
Senses
Passive Perception 14
Languages
Celestial, Common, Draconic, Elvish
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Lay on Hands Pool. You have a pool of healing power that can restore 25 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Spellcasting. Aenguine is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, + 6 to hit with spell attacks). Aenguine has the following Cleric spells prepared:
1st level (4 slots): Thunderous Smite, Cure Wounds, Sanctuary, Protection from Good and Evil
2nd level (2 slots): Zone of Truth, Aid, Lesser Restoration
Utmost Devotion. Four times a day, when Aenguine fails a saving throw, ability check or attack roll, he can roll a d6 and add its total to the failed roll.
Actions
Multiattack. Aenguine can make two attacks with the Crescent Blade.
The Crescent Blade. Melee Weapon Attack: +10 to hit (channel divinity: otherwise +7), reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage + 1 radiant damage. This blade sheds bright light for 10ft. and dim light for 10ft. when channel divinity is activated.
Lunar Lunge (Recharge 5-6)
Aenguine selects up to three targets within a 60-foot cone and makes a melee weapon attack with the Crescent Blade against each in order of who is closest to him and moving in a general arching shape if possible. Aenguine then appears to nearly teleport/dash impossibly quickly through each of these targets, striking each with the Crescent Blade for 1d8+6 radiant damage on a hit. Even if he misses he will still dash and end adjacent to the target furthest from his starting position. When leaving threatened areas in this manner, Aenguine dodges all opportunity attacks that would be made against him.
Lair and Lair Actions
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