Medium Humanoid (Elf, Paladin), Lawful Neutral
Armor Class 19 (Plate Armor, Shield)
Hit Points 144 (12d10 + 72)
Speed 35 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws WIS +6, CHA +8
Skills Athletics +8, Insight +6, Intimidation +8
Damage Resistances Necrotic, Radiant
Senses Darkvision 60ft, Passive Perception 12
Languages Common, Elvish Common, Elvish, Celestial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Divine Smite (3/day)

When Zora hits a creature with a melee weapon attack, he can expend a spell slot to deal radiant damage 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 4d8.

Aura of Glory (10 ft.)

Zora and friendly creatures within 10 feet of him cannot be frightened. They also gain a +3 bonus to saving throws against being paralyzed or stunned.

Legendary Resistance (1/Day)

If Zora fails a saving throw, he can choose to succeed instead.

Silverwing, Sword of Glory (Greatsword +1)

Plate Armor of Pylus

Plate armor that grants resistance to necrotic and radiant damage. Etched with symbols of the god Pylus, this armor symbolizes Zora’s allegiance to the god of war.

 

Actions

Multiattack. Zora makes two melee attacks with Silverwing.

Silverwing, Sword of Glory. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 10 (1d12 + 4) slashing damage, plus 7 rollable;{"diceNotation":"2d6","rollType":"damage","rollAction":"Silverwing, Sword of Glory (radiant)","rollDamageType":"radiant"}[/rollable] radiant damage.

Glory Unleashed (Effect)

Whenever Zora strikes an enemy, one ally within 30 feet gains temporary hit points equal to the radiant damage dealt (lasts until the start of Zora’s next turn).

Radiant Glory (Effect on Critical Hit)

On a critical hit, all allies within 30 feet of Zora gain advantage on their next attack roll or saving throw until the end of their next turn.

 

Reactions

Champion's Sacrifice (Reaction): When an ally within 30 feet takes damage, Zora can take the damage instead as a reaction. If he does, he gains advantage on his next attack roll, and his allies within 30 feet gain a +2 bonus to AC until the start of Zora’s next turn.

Legendary Actions

Zora can take two legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Zora regains spent legendary actions at the start of his turn.

  1. Attack: Zora makes one attack with Silverwing.

  2. Radiant Flash: Zora emits a burst of radiant light. Each creature of his choice within 10 feet must succeed on a DC 16 Constitution saving throw or take 2d6 radiant damage.

Description

Once the leader of the feared Silverwing Mercenaries, Zora earned the title "Untouchable" due to his unmatched combat prowess and aura of invincibility on the battlefield. His legendary leadership and unyielding will allowed him to forge an elite force of warriors who fought for glory and coin alike.

Zora followed the triple god of war, Pylus, paying homage to each aspect—Savagery, Sacrifice, and Strategy. His devotion reached its zenith when his daughter, in a tragic act of selflessness, sacrificed herself to Pylus' aspect of Savagery to save Zora’s soul. Transformed by this loss, Zora became a champion of the god's aspect of Sacrifice, vowing to honor his daughter's memory through the blade of his sacred weapon, Silverwing, Sword of Glory.

Now, Zora strides into battle as a beacon of divine power, inspiring his allies with every strike and offering his own life to shield those under his protection. Though he once sought personal glory, his path is now one of redemption—ensuring that his sacrifices and those of his daughter are never forgotten.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Yesrien

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