Medium Humanoid, Lawful Good
Armor Class 17 (chain shirt, natural)
Hit Points 211 (25d10 + 74)
Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
17 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws STR +8, WIS +6, CHA +8
Skills Animal Handling +4, Insight +6, Perception +6, Religion +6
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 16
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The Aasimar's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Kelo can innately cast the following spells, requiring no material components:

3/day each: compelled duel, guiding bolt (as a 5th-level spell)

1/day each: daylight, fireball (must first succeed on a DC 20 charisma check) (as a 6th-level spell)

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

Heroism. The Aasimar has advantage on saving throws against being frightened. 

Indomitable (2/day). The Aasimar may reroll a saving throw if they fail it.

Relentless (Recharges after a Short or Long Rest). If the Aasimar takes 30 damage or less in a turn that would reduce him to 0 hit points, it is reduced to 1 hit point instead. 

Pendant of Justice. If Kelo has his pendant with him, he may cast detect magic and detect evil and good at will. 

Righteous Smite (Recharges after a Short or Long Rest). If Kelo is in possession of a Sword of Meteoric Silver and is in an environment in which he can generate sound (and his voice is undamaged) he may fortify an attack against a magical object or artifact. If his attack hits, Kelo may succeed on a DC20 CHA save to instantly destroy the object or artifact. This effect cannot be used against an object larger than a 20x20 cube. +3 Magic Armors are immune to this effect. This effect may also be used against a magic wall, lock, or other protective barrier provided the spell is 5th level or below. Kelo may not use this feature again until he has completed a short or long rest, regardless of whether the feature successfully destroys its target. 

Actions

Multiattack. The Aasimr makes two melee attacks.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (Kelo's choice).

Healing Touch (1/Day). Kelo touches another creature. The target magically regains (4d10 + 4) hit points. If the target succeeds on a DC17 WIS save, they are also freed from any curse, disease, poison, blindness, or deafness.

The Sound of Justice (Recharge 4–6) If Kelo is in possession of a Sword of Meteoric Silver and is in an environment in which he can generate sound (and his voice is undamaged) he may cast the Antimagic Field centered on himself. If cast this way, Kelo must use a bonus action to continue the spell after it is initially cast. If Kelo is blinded, deafened, or grappled he must succeed on a DC10 CON save to initiate the effects. 

Bonus Actions

The Echoes of Justice. If the Aasimar is in possession of a Sword of Meteoric Silver and is in an environment in which he can generate sound (and his voice is undamaged) and he has cast The Sound of Justice, he may use a bonus action to continue the effects of the antimagic field centered on himself. If the Aasimar is blinded, deafened, or grappled he must succeed on a DC10 CON save to continue the effects. 

Reactions

Parry. The Aasimar adds 2 to his AC against one melee attack that would hit him. To do so, Kelo must see the attacker and be wielding a melee weapon.

The Weight of Justice (Recharge 4–6) If the Aasimar is in possession of a Sword of Meteoric Silver and is in an environment in which he can generate sound (and his voice is undamaged) he may fortify his armor with antimagic. If Kelo is attacked by a ranged or melee magic weapon, the attack automatically fails and the attacker must succeed on a DC10 CHA saving throw to keep the weapon from breaking. +3 magic weapons are immune from this effect. 

Otherwise, the Aasimar adds 5 to his AC against a ranged or melee attack that would hit him.

Legendary Actions

The Aasimar 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. Kelo regains spent legendary actions at the start of its turn.

 

The Sword of Justice (Costs 3 Actions). If the Aasimar is in possession of a Sword of Meteoric Silver and is in an environment in which he can generate sound (and his voice is undamaged) he generates an area of antimagic, as in the antimagic fieldspell, in a 50-foot-cone. If cast this way, the cone exists until the start of Kelo's next turn. The cone works against Kelo's own spells 

Voltron111

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