| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +14 |
| DEX | 10 | +0 | +3 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +4 |
| WIS | 8 | −1 | +8 |
| CHA | 17 | +3 | +12 |
Adamantine Armor. Coch is immune to critical hits.
Channel Divinity (3/Day). Coch can channel energy directly from the Outer Planes to fuel magical effects. Each time he uses this, he can choose which effect to create.
Fighting Style: Great Weapon Fighting. When Coch rolls damage for an attack he makes with a Melee weapon that has the Two-Handed or Versatile properties, they can treat any 1 or 2 on a damage die as a 3.
Holy Avenger Aura. Coch has advantage on saving throws against spells and other magical effects.
Resourceful (1/Day). Coch is able to choose to reroll one failed D20 test.
Savage Attacker. Once per turn when they hit a target with a weapon, they can roll the weapon’s damage dice twice and use either roll against the target.
Special Equipment. Coch wears a Cloak of Displacement and Adamantine Plate Armor. He wields the Holy Avenger Greatsword, a Frost Tongue Greatsword, a Dragon Slayer Greatsword, and a Javelin, +3.
Toughness. Coch has an additional 40 hit points.
Spellcasting. Coch is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Coch has the following Paladin spells prepared:
Cantrips (at will): mage hand
1st level (4 slots): bless, command, cure wounds, divine smite, guiding bolt, heroism
2nd level (3 slots): enhance ability, find steed, magic weapon
3rd level (3 slots): aura of vitality, blinding smite, dispel magic, haste, protection from energy
4th level (3 slots): aura of life, compulsion, death ward, staggering smite
5th level (2 slots): banishing smite, holy weapon, legend lore, raise dead, yolande's regal presence
Multiattack. Coch makes two attacks with his Holy Avenger Greatsword, Frost Tongue Greatsword, Dragon Slayer Greatsword, or Javelin, +3.
Dragon Slayer Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 12) slashing damage plus 4 (1d8) radiant damage. When they hit a dragon with this weapon, the dragon takes an extra 10 (3d6) slashing damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Frost Tongue Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) slashing damage plus 7 (2d6) cold damage plus 4 (1d8) radiant damage.
Holy Avenger Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d6 + 14) slashing damage plus 4 (1d8) radiant damage. When they hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
Javelin, +3. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 4 (1d8) radiant damage in melee, or 11 (1d6 + 8) piercing damage at range.
Abjure Foes. As a Magic action, Coch can expend one use of Channel Divinity to overwhelm foes with awe. As he brandishes his greatsword, he targets up to three creatures that he can see within 60 feet of himself. Each target must succeed on a DC 17 Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Inspiring Smite. Immediately after Coch casts Divine Smite, they can expend one use of Channel Divinity and distribute 26 (2d8+17) Temporary HP to himself.
Restoring Touch. (1/Long Rest) Coch has a pool of healing power that replenishes when they finish a Long Rest. With that pool, they can restore a total of 85 HP. They can touch a creature (which could be themself) and restore a number HP to that creature, up to the maximum amount remaining in the pool. They can also expend 5 HP from the pool of healing to remove one or more of the following conditions, expending 5 Hit Points from the healing point for each one removed: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. The points spent removing the conditions don't also restore HP to the creature.
Paladin's Smite (1/Day). Coch can cast Divine Smite without expending a spell slot once per Long Rest.
Peerless Athlete. As a Bonus Action, Coch can expend one use of Channel Divinity to augment their athleticism. For 1 hour, they have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of his Long and High Jumps increases by 10 ft. (this extra distance costs movement as normal).
Telekinetic Shove. As a Bonus Action, Coch can telekinetically shove one creature they can see within 30 ft. of themself. When they do so, the target must succeed on a DC 17 Strength saving throw or be moved 5 ft. toward or away from Coch.
Glorious Defense. When Coch or another creature they can see within 10 ft. of you is hit by an attack roll, they can take a Reaction to grant a +3 bonus to the creature’s AC. If the attack misses, they can make one attack as part of this Reaction if the attacker is within their weapon’s range.
Description
A former Tier 4 adventurer from the Adventurer's Guild, he was infamous for his feats of slaying dragons with adventurer groups. Known for traveling great distances to seek worthy battles and fights, he would meet it when he jumped straight into the Abyssal portal near Krakenfall, meeting his doom after facing an avatar of an Outer Being, before being completely consumed by the being. His body was later reconstructed by due to a Wish spell performed by Zenith Brightwater, Avatar and Scion of Talos. Yet his body was but an empty husk, no different from a golem. Coch would be last seen marching straight into the wilderness, but this time, with a tracker on him so that the Guild would be able to keep track of such a powerful individual at all times.
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