Medium Humanoid, Lawful Good
Armor Class 247 advanced plate armor
Hit Points 420 (180d10 + 36)
Speed 30 ft.
STR
26 (+8)
DEX
22 (+6)
CON
25 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
23 (+6)
Saving Throws WIS +10
Damage Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons; All damage from spells
Condition Immunities Exhaustion, Invisible, Poisoned
Senses Darkvision 60 ft., Passive Perception 22
Languages Understands Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Alice fails a saving throw, she can choose to succeed instead.

Fragrant Olive Sword – Armament Full Control Art. Alice wields an enchanted longsword capable of disassembling into thousands of golden razor-sharp petals. The petals can strike with incredible force, cleaving through rock and steel with ease. While wielding the sword, Alice's attacks ignore resistance to slashing damage.

Indomitable Knight. Alice has advantage on saving throws against magical effects, as well as effects that would knock her prone.

Divine Protection. If Alice is reduced to 0 hit points for the first time, she regains 100 hit points instead. This trait recharges after she takes a long rest.

Actions

Multiattack. Alice makes four attacks with the Fragrant Olive Sword or three ranged petal attacks.

Fragrant Olive Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

  • Hit: 4d10+7 slashing damage.
  • If Alice uses her Armament Full Control Art, the attack hits all creatures in a 15 ft. cone, forcing a DC 22 Dexterity save. On failure, creatures take full damage.

Petal Swarm Barrage (Recharge 5-6). Alice releases a torrent of high-speed golden petals, striking enemies in a 30 ft. radius.

  • Each creature must make a DC 22 Dexterity saving throw, taking 10d8 slashing damage on a failure, or half as much on a success.

Crushing Petal Rain. Alice swings her sword in an arc, summoning a concentrated flurry of petals that strike a single creature with immense force.

  • Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
  • Hit: 8d10 slashing damage + 4d10 force damage.

Divine Smite (3/Day). When Alice hits a creature with a melee weapon attack, she may expend a smite charge to deal an additional 6d8 radiant damage.

Sacred Judgment Wave (Recharge 6). Alice channels divine energy into her sword and releases a golden shockwave in a 60 ft. line, 10 ft. wide.

  • Each creature in the area must make a DC 22 Strength saving throw or take 8d10 force damage and be knocked prone.

 

Bonus Actions

Legendary Resistance (3/Day). If Alice fails a saving throw, she can choose to succeed instead.

Fragrant Olive Sword. Alice wields an enchanted longsword that disassembles into thousands of razor-sharp petals. When she swings her sword, it can target multiple enemies in a 15 ft. radius. Creatures in this area must make a DC 19 Dexterity saving throw or take 4d10 slashing damage.

Knight’s Honor. Alice has advantage on saving throws against being charmed, frightened, or stunned.

Swift Step. Alice moves up to 20 feet without provoking opportunity attacks.

Heaven’s Reprieve (3/Day). Alice regains 40 hit points.

Reactions

Deflecting Petals. When Alice is hit by a ranged attack, she can create a swirling petal barrier to impose disadvantage on the attack.

Petal Counter. If a creature within 5 feet misses Alice with a melee attack, she can immediately make a Fragrant Olive Strike against them.

Parry. Alice adds +4 to her AC against one melee attack that would hit her.

Legendary Actions

Alice can take three legendary actions, choosing from the options below. She regains spent legendary actions at the start of her turn.

  • Deflecting Petals. When a creature makes an attack against Alice, she can impose disadvantage on the roll by creating a temporary shield of swirling petals.

  • Swift Step. Alice moves up to 20 ft. without provoking opportunity attacks.

  • Judgment Slash (Costs 2 Actions). Alice makes a single sword attack, but it ignores resistance to slashing damage and deals an extra 3d10 force damage.


 

egendary Resistance (3/Day). If Alice fails a saving throw, she can choose to succeed instead.

Fragrant Olive Sword – Armament Full Control Art. Alice wields an enchanted longsword capable of disassembling into thousands of golden razor-sharp petals. The petals can strike with incredible force, cleaving through rock and steel with ease. While wielding the sword, Alice's attacks ignore resistance to slashing damage.

Indomitable Knight. Alice has advantage on saving throws against magical effects, as well as effects that would knock her prone.

Divine Protection. If Alice is reduced to 0 hit points for the first time, she regains 100 hit points instead. This trait recharges after she takes a long rest.

Alice can take four legendary actions, choosing from the options below. She regains spent legendary actions at the start of her turn.

  • Petal Shield. Alice summons a shield of swirling golden petals, granting her resistance to all damage until the start of her next turn.
  • Judgment Slash. Alice makes a single melee attack, dealing extra 3d10 force damage and ignoring resistance to slashing.
  • Divine Retaliation (Costs 2 Actions). If Alice was damaged this turn, she releases a holy explosion in a 10 ft. radius. Each creature in the area takes 5d8 radiant damage.
  • Heaven’s Strike (Costs 3 Actions). Alice raises her sword skyward, summoning a divine beam that targets up to three creatures within 60 ft. Each target must make a DC 22 Dexterity saving throw or take 10d8 radiant damage.

Description

 The One Who Resists God


While flying en route to exterminate a monster terrorizing the Human Empire, Alice and Amayori were suddenly surrounded by a bright light that rendered the Integrity Knight unconscious. When she regained her senses, she found herself in a forest in Ainground, with Amayori nowhere in sight. Concerned about her dragon and confused by her surroundings, the girl spent many days wandering the area and asking any player she encountered for help but did not find any sign of Amayori or anyone who knew the location of Centoria. Eventually, her search brought to the Temples of Eternity, where she found a small dragon being attacked by a monster, the latter of which she dispatched. As the dragon's eyes reminded her of Amayori and calmed her feelings over being lost and alone in an unfamiliar land, she decided to stay near and protect the youngling, a resolve that grew when the little dragon fell into an unwakeable sleep after being fed. For the next few days, Alice kept constant watch over the dragon youngling, whom she named Fuyuoi. During her vigil, she chased away several players that attempted to harm Fuyuoi; this incident was eventually brought to the attention of Kirito, who later arrived to investigate both the knight's presence and a quest supposedly related to the Temples. Though initially apprehensive of the swordsman, Alice was convinced of his unhostile intentions after Kirito explained he had also rescued a little dragon earlier and might know how to awaken Fuyuoi. Despite her extreme confusion over the unusual terminology the boy used, the girl managed to follow his directions in collecting and equipping the Ring of Destiny quest item Fuyuoi had dropped, before reluctantly accompanying him to the nearby village of Golgotha. Once they had spoken with the village elder, the swordswoman was instructed to feed Fuyuoi with a specific fruit dropped by a certain kind of monster, which she quickly focused on accomplishing. Over the next several days, Alice diligently followed the quest log in collecting foods with which to feed a growing Fuyuoi. On occasion, she would encounter Kirito while he was also gathering food for his dragon, the latter of whom she insisted he name Akinagi. During these meetings, they would challenge each other to competitions over who could acquire the quest food items faster, after which the victor would be treated to a meal at Golgotha Village. It was during these meals that the girl inadvertently revealed details that she came from a world different from Sword Art: Origin or any other virtual reality but declined to explain herself further for the time being. When the quest log directed her to slay a beast lurking within the Temple sometime later, Alice escorted Fuyuoi to a hidden underground altar in the deepest level of the the building, where they were joined by Akinagi and Kirito alongside the beast. While the dragons engaged the beast, the knight and the swordsman defended themselves against a horde of summoned monsters. Though they succeeded in exterminating the minions, the beast suddenly unleashed a black mist that to their horror began absorbing Akinagi and Fuyuoi. Unwilling to attack the beast for fear of harming the dragons, Alice tearfully implored Fuyuoi to free himself and not leave her alone. Her plea was answered by a reassuring voice from the Rings of Destiny that apparently extracted the dragons from the beast, enabling the two to vanquish the monster. Afterward, they sadly bid Akinagi and Fuyuoi farewell before the dragons were transformed into guardian spirits of the Temple. Having traveled Golgotha Village to inform the elder of what had happened, Alice and Kirito learned the rings had been created by Akinagi's and Fuyuoi's parents to eventually reclaim the Temples from the beast. Additionally, the duo's parental love and protectiveness of the dragons had significantly and positively changed the outcome of the battle from what had originally been foretold. Greatly pleased by these revelations, the girl discussed them with Kirito and thanked him for guiding her on the quest, as well as the memories they had made along the way. Then she promised to explain her situation to the boy but first needed to rest and reflect on what they had experienced. Once Alice was ready, she met with Kirito in the Town of Beginnings to disclose how she was transported into Ainground and encountered Fuyuoi. Pleasantly surprised to learn the boy believed her unlike the other people to whom she had relayed her story, the girl accepted his offer to help find a way home, and to accompany him on his adventures until then.

 

Lair and Lair Actions

Lair Actions (If encountered in the Cathedral or a Sacred Battlefield)

On initiative count 20 (losing initiative ties), Alice can use one of the following effects:

  • Sacred Protection. A divine aura empowers Alice and her allies, granting advantage on saving throws until the next round.
  • Golden Barrage. Dozens of spectral blades appear in the air and fire at enemies. All creatures within 30 ft. must make a DC 21 Dexterity saving throw or take 5d8 force damage.
  • Healing Light. Alice regains 50 hit points.
VSREWRITE

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