Medium Undead (Spirit), Lawful Neutral
Armor Class 17
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws WIS +7, CHA +6
Damage Resistances Acid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Celestial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Spirit of Justice. Agrus Kos is incorporeal. He can move through creatures and objects as if they were difficult terrain (taking 5 force damage if he ends his turn inside an object). If reduced to 0 hit points, Agrus dissipates instead of being destroyed, reforming after 24 hours at a place of justice (Azorius court, Agency headquarters, or similar).

Vigilant Presence. Agrus Kos is never surprised. He always retains his reaction, even if another effect would normally remove it (unless he is fully paralyzed or unconscious).

Weight of Truth. Creatures of Agrus Kos’s choice within 30 ft. of him cannot gain advantage on Deception checks, and cannot benefit from invisibility or being hidden against Agrus. Additionally, illusion magic within this area has disadvantage on checks or saving throws to deceive Agrus.

Actions

Multiattack. Agrus Kos makes two Spectral Blade attacks.

Spectral Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 11 (2d6 + 4) radiant damage. If the target has lied, concealed information, or attacked a helpless creature during the current scene (DM adjudication), the attack deals an extra 7 (2d6) radiant damage.

Reactions

Immediate Judgment. When a creature within 30 ft. of Agrus Kos succeeds on an attack roll, ability check, or saving throw by lying, concealment, or magical deception, Agrus can impose disadvantage on the result, potentially turning success into failure.

Legendary Actions

Legendary Actions (2/round)

Spectral Strike. Agrus makes one Spectral Blade attack.

Court’s Silence. Agrus emits a pulse of judicial force. Creatures of his choice within 20 ft. must succeed on a DC 15 Charisma saving throw or be silenced (as the silence spell) until the end of their next turn.

Description

Agrus Kos, Spirit of Justice, is the lingering will of a lawkeeper who refused to let truth die with him. He does not accuse, investigate, or pursue suspects — his mere presence strips away lies, illusions, and false confidence. When Agrus manifests, justice is no longer a matter of procedure, but of inevitability.

mnferreiraa

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