Aura of Courage. While conscious, Val can grant himself and allies within 30 feet immunity to being frightened.
Aura of Devotion. While conscious, Val can grant himself and allies within 30 feet immunity to being charmed.
Aura of Hate. Val and any allies of its choice within 30 feet add 10 damage to their attack when they make a melee weapon attack while the paladin is conscious
Aura of Magic Resistance. Val and any allies of its choice within 30 feet have advantage on saving throws against spells and other magical effects.
Aura of Power. Creatures within 10 feet of the paladin have disadvantage on saving throws against its spells and other magical effects.
Aura of Protection. Val and any allies of its choice within 30 feet gain a +10 bonus to all saving throws while the paladin is conscious
Aura of Menace. Val can frighten creatures that start their turn within 30 feet of it. When the creature exits this aura it can attempt a DC 27 wisdom saving throw to end the effect once per minute. Any attack rolls made against these frightened creatures have advantage.
Aura of Warding. Val and any allies of its choice within 30 feet have resistance to damage from spells while the paladin is conscious.
Lay on Hands. Val has a pool of healing power that replenishes when it takes a short rest. With that pool, Val can restore a total of 100 hit points.
As an action, Val can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
Alternatively, Val can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The paladin can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
Regeneration. Val regains 50 hit points at the start of each turn if it has at least 1 hit point.
Divine Sense. Val always knows the location of any celestial, fiend, or undead within 60 feet of it and can detect consecrated and desecrated places within the same radius.
Spellcasting. Val is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 27, +12 to hit with spell attacks). Any spells with a casting time of one action can be cast with one action or one bonus action. The paladin can cast dispel magic at 9th level at will and can cast protection from evil and good at will without requiring concentration and has the following spells prepared:
1st level (at will): divine favor, sanctuary, speak with animals
2nd level (at will): branding smite, darkness, find steed, lesser restoration, misty step ,zone of truth
3rd level (at will): beacon of hope, haste, plant growth, protection from energy
4th level (at will): banishment, dimension door, freedom of movement, guardian of faith, stoneskin
5th level (at will): animate dead, bane, bestow curse, blight, commune, commune with nature, confusion, contagion, dominate person, flame strike, hellish rebuke, hold monster, hold person, hunter’s mark, ice storm, inflict wounds, moonbeam, scrying, tree stride
6th level (4 slots): heroes’ feast
7th level (4 slots): fire storm
8th level (2 slots):earthquake
9th level (2 slots): true resurrection , power word: heal
Undying Sentinel(1/short rest). When Val is reduced to 0 hit points and is not killed outright, it can choose to drop to 1 hit point instead.
Multiattack. Val makes two longsword attacks.
Longsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (1d8 + 22) magical slashing damage plus 51 (9d10 + 12) radiant damage. When Val rolls a 1 or 2 on any damage die for this weapon, it can reroll the die.
Vow of Enmity. As a bonus action Val can swear a vow against one creature within 10 ft, after the vow is spoken Val has advantage on rolls against the targeted creature for 1 minute or until the target is dead or unconscious.
Shield of Faith. When Val takes damage, it can choose to take no damage or to take half damage and have the source of the damage also take half of the damage.
Shield Bash. When a creature attacks Val that he can see within 5 feet of the him, Val can use his reaction to hit the creature with his shield possibly knocking the target prone and ending the targets turn. The attacker must make a DC 22 CON save or be knocked prone and their turn ends.
Relentless Avenger. When a creature incurs an opportunity attack from Val, he can forgo the attack and instead move up to his speed without provoking opportunity attacks. Val performs this movement after the creature that incurred the opportunity attack finishes its movement for that turn if it has any left. Val can then make a single longsword attack with advantage against said creature.
Val can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The paladin regains spent legendary actions at the start of its turn.
Through the Fire and the Flames (Costs 1 Actions). Val blasts fire in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 45 (13d6) fire damage plus 45 (13d6)"}[/rollable] radiant damage on a failed save, or half as much damage on a successful one.
Suns Touch (Cost 1 Actions). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 88 (15d8 + 4) radiant damage and the target must make a DC 24 Constitution saving throw or be blinded.
When Vals undying sentinel activates he regains all HP and will cause enemies around him to either fight him or fight his shade form in the Ethereal realm who is an exact copy of him. Both the copy and Val must be killed for Val to truly die. Val gains access to mythic Actions and two beholder eye stalks and eyes sprout from his back.
Multiattack ( Cost 2 Actions). Val makes 4 longsword attacks with advantage.
Death Ray ( Cost 2 Actions).
The targeted creature must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) Radiant damage. The target dies if the ray reduces it to 0 hit points.
Paralyzing Ray ( Cost 2 Actions). The targeted creature must succeed on a DC 23 Constitution saving throw or be paralyzed 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.
Description
Val the Paladin ready to kill all things
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.