When you make a hit that kills a creature with a challenge rating of 2 or higher, you can dedicate the kill to your deity. As a reward, your deity sends a guardian to your aid.
The guardian shares your initiative count, but it takes its turn immediately after yours. It has AC 16 and 40 hit points. On each of its turns, it must spend its action to make one melee spell attack dealing 1d10 force damage, or to cast the cure wounds spell healing 2d8 + 4 hit points.
The guardian fights alongside you until it drops to 0 hit points or until the spell ends, at which point it disappears.
The guardian’s size is Medium, and its shape is determined by the GM. While Odin is sending warriors of Valhalla, Hel can send fiendish or undead creatures from Helheim.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Hel Guardian
Medium Undead
Armor Class 16 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 4th
Speed 30 ft.
Actions
Punch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 Force Damage.
Cure Wounds- 2d8 + 4 hit points
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