Medium Humanoid, Lawful Neutral
Armor Class 20 (Armor Of The Chosen)
Hit Points 312 (20d10 + 140)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +11, DEX +11, CON +11, INT +11, WIS +11, CHA +11
Skills Athletics +11, Intimidation +17, Perception +17
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 27
Languages Celestial, Common, Deep Speech, Infernal, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Armor Of The Chosen. Aurora's armor grants her immunity to all damage from nonmagical weapons, as well as any hostile spell cast at 3rd level or below.

Blade Art. Aurora can telepathically control the 8 blades she carries with her. As a bonus action on her turn she can move each of them individually up to 20 feet, otherwise they remain with her. The blades are magical and gain a +3 bonus to attack and damage rolls, and deal an additional 2 die of damage(included in Aurora's attack).

Champion Of Justice. Aurora's melee weapon attacks deals an additional 2 die of damage(included in Aurora's attack).

Divine Sense. Aurora can use divine sense to know the location of any celestial, fiend, or undead within 60 feet of her that is not behind total cover, 6 times per long rest.

Divine Smite. When Aurora hits a creature with a melee weapon attack, she 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.

Improved Divine Smite. Whenever Aurora hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage(included in the attack).

Divine Health. The divine magic flowing through Aurora makes her immune to disease.

Aura Of Protection. Whenever Aurora or a friendly creature within 30 feet of her must make a saving throw, the creature gains a bonus to the saving throw of +5. Aurora must be conscious to grant this bonus.

Aura Of Courage. Aurora and friendly creatures within 30 feet of her can't be frightened while she is conscious.

Tough. Aurora gains the benefits of the tough feat.

Mobile. Aurora gains the benefits of the mobile feat.

Internal Battery (4/Day). When Aurora hits a creature with a melee attack, she can deal an additional 17 (5d6) lightning damage. If Aurora takes lightning damage, she regains a use of this ability.

Magebreaker. Aurora's weapon attacks ignore abjuration spells such as shield, blade ward, mage armor, and stoneskin. When Aurora damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Overdrive Engine (Recharges on a Short or Long Rest.) Aurora takes an additional action on her turn.

Spellcasting. Aurora is a 20th level spellcaster. her spellcasting ability is Charisma and spell save DC 21, +11 to hit with spell attacks. Aurora has following Paladin spells prepared:
Cantrips:(at will): Spare the Dying, Thaumaturgy
1st level:(4 slots): Cure Wounds, Command, Bane, Hunter's Mark
2nd level:(3 slots): Prayer of Healing, Lesser Restoration, Hold Person, Misty Step
3rd level:(3 slots): Remove Curse, Dispel Magic, Revivify, Haste, Protection from Energy
4th level:(3 slots): Find Greater Steed, Aura of Life, Death Ward, Dimension Door, Banishment
5th level:(2 slots): Raise Dead, Geas, Destructive Wave, Banishing Smite, Hold Monster, Scrying

Actions

Multiattack. Aurora Makes four attacks with her templar blades..

Templar Blades. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 35 (5d10 + 8) slashing damage plus 5 (1d8) radiant damage. Each of Aurora's blades is embedded with one of the following magical abelites. Each blade can only be used once per turn and their effect only activates if the attack damages the target.

1:Blade Of Vulnerability. The targeted creature becomes vulnerable to one damage type of Aurora's choice until the next time it is damaged.
2:Blade Of Impediment. The targeted creature can only move at half its normal speed until the end of its next turn.
3:Blade Of Abolishment. The targeted creature is stripped of one positive effect currently active on them of Aurora's choice. Any effect granted by a spell of 5h level or higher is immune to this effect.
4:Blade Of Invigoration. Aurora heals by the total damage dealt by this blade.
5: Blade Of Wounding. The targeted creature takes 5 necrotic damage at the start and end of its next turn.
6:Blade Of The Unholy. The targeted creature must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) radiant or necrotic damage on a failed save, or half as much damage on a successful one.
7:Blade Of Lost Vision. The targeted creature must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8:Blade Of The Sacred Seal. The targeted creature must make a DC 19 Charisma saving throw or be teleported to a pocked dimension inside the blade. Aurora must concentrate on this effect as if it were a concentration spell. While a creature is trapped inside the blade, it cannot be used again until the creature is removed from it. Aurora can project an image of herself into this pocket plane as an action.

Channel Divinity:(Abjure Enemy). As an action, Aurora presents her holy symbol and speak a prayer of denunciation, using her Channel Divinity. she chooses one creature within 60 feet of her that she can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, 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 its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Cleansing Touch. Aurora can use her action to end one spell on herself or on one willing creature that she touches(this can be done up to 6 times per long rest).

Avenging Angel. Aurora can assume the form of an angelic avenger. Using her action, she can undergo a transformation. For 1 hour, she gains the following benefits:

  • Wings sprout from her back and grant her a flying speed of 60 feet.
  • Aurora emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of Aurora for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once Aurora use this feature, he can't use it again until he finishes a long rest.

Plasma Emitter. Aurora emits plasma in a 120-foot long and 5 feet wide line, a 30-foot radius sphere, or a 60-foot cone. Each target in the area must make a DC 20
Dexterity saving throw. On a failed save, a target takes 42 (12d6) radiant damage. On a successful save, it takes half as much damage.

Bonus Actions

Aggressive. As a bonus action, Aurora can move up to her speed toward a hostile creature that she can see.

Honorable Duel (2/Day). As a bonus action, Aurora can challenge a creature within 30 feet of her to an honorable duel. The target must succeed on a DC 19 Wisdom saving throw or be under the effect of the compelled duel spell for 1 minute. A creature can willingly fail this save, and the spell does not require Aurora's concentration.

Channel Divinity:(Vow of Enmity). As a bonus action, Aurora can utter a vow of enmity against a creature she can see within 10 feet of her, using her Channel Divinity. She gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Lay On Hands(100). As a bonus action, Aurora can touch a creature and restore a number of hit points to that creature, or can expend 5 hit points from her pool of healing to cure the target of one disease or neutralize one poison affecting it.(Recharge on a long rest.)

Reactions

Relentless Avenger. When Aurora hits a creature with an opportunity attack, she can move up to half her speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul Of Vengeance. Aurora's authority with which she speaks her Vow of Enmity gives her greater power over her foe. When a creature under the effect of her Vow of Enmity makes an attack, she can use her reaction to make a melee weapon attack against that creature if it is within range.

Stargamer509

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