Medium Humanoid
Armor Class 18
Hit Points 54 (5d10 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +4, CHA +5
Damage Resistances Radiant
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Saving Throws Wis +5, Cha +6
Skills Insight +5, Medicine +5, Persuasion +6, Religion +3
Damage Resistances radiant (from Aura of Devotion, optional)
Senses passive Perception 12
Languages Common, Celestial
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Spellcasting Ability: Charisma (Paladin) and Wisdom (Cleric)
Spell Save DC: 14 (Paladin), 13 (Cleric)
Spell Attack Modifiers: +6 (Paladin), +5 (Cleric)
Spell Slots: 4 (1st), 2 (2nd) – Shared pool

Prepared Spells (Paladin):

  • 1st level (Bless, Shield of Faith, Divine Favor)

  • 2nd level (Lesser Restoration, Magic Weapon)

Cleric Domain Spells (Always Prepared):

  • Bless, Cure Wounds

Cleric Cantrips:

  • Sacred Flame, Guidance, Thaumaturgy

Divine Smite (1st-2nd Level, 5/day)

When Ciera hits with a melee weapon attack, she may expend a spell slot to deal 2d8 radiant damage for 1st-level, or 3d8 for 2nd-level, plus 1d8 per slot level above 1st.

Lay on Hands (30 HP/day)

As an action, Ciera can heal a creature she touches by restoring HP from a pool of 30 HP. She can also expend 5 HP to cure one disease or poison.

Aura of Protection (10 ft.)

Ciera and allies within 10 feet gain a bonus to all saving throws equal to her Charisma modifier (+3).

Channel Divinity (1/rest)

  • Sacred Weapon: Adds +3 to attack rolls for 1 minute.

  • Turn the Unholy: Fiends and undead must make a DC 14 Wisdom save or be turned.

Disciple of Life

Healing spells restore +2 + spell level additional HP.

 

Actions

Multiattack. Ciera makes two melee attacks with her longsword.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 slashing damage (versatile 1d10 + 3).
(+2d8 radiant if using Divine Smite)

Channel Divinity: Preserve Life (1/rest).
As an action, Ciera can distribute up to 15 HP among creatures within 30 feet, up to half of each creature’s max HP.

Bonus Actions

Shield of Faith (1st-level spell, concentration). +2 AC to a creature for up to 10 minutes.

Divine Favor (1st-level spell). Adds 1d4 radiant damage to weapon attacks for up to 1 minute (concentration).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

DemonicAngelV2

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