Medium Celestial, Lawful Neutral
Armor Class 19 (mail coat, shield)
Hit Points 68 (8d8 + 32)
Speed 40 ft.
STR
19 (+4)
DEX
18 (+4)
CON
19 (+4)
INT
15 (+2)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws STR +7, CON +7
Skills Athletics +7, Insight +7, Intimidation +9, Perception +7
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 17
Languages Telepathy 120 ft. Rhimnir
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Angelic Weapons. The valkyrie's weapon attacks are magical. When the valkyrie hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

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

Actions

Multiattack. The valkyrie makes three melee attacks or two ranged attacks.

Spear. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage.

Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) radiant damage.

Bow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 9 (2d8) radiant damage.

Reactions

Parry. The valkyrie adds 3 to its AC against one melee attack that would hit it. To do so, the valkyrie must see the attacker and be wielding a melee weapon.

Monster Tags: Angel

MiraMels

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