| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +3 |
| CHA | 13 | +1 | +1 |
Multiattack. Terjon makes two attacks, using Radiant Flame or Mace of Disruption in any combination.
Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage.
Mace of Disruption. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage.
When Terjon hits a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of Terjon's next turn.
Light. While Terjon holds this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Spellcasting. Terjon casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Guidance, Spare the Dying, Thaumaturgy
1/Day Each: Mass Healing Word Heal: 7 (2d4 + 3), Revivify
Divine Aid (5/Day). The priest casts Bless, Cure Wounds Heal: 11 (2d8 + 3), Dispel Magic, Healing Word Heal: 7 (2d4 + 3), or Lesser Restoration, using the same spellcasting ability as Spellcasting.
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