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Savaia Adaline in Dungeons & Dragons 5e

Savaia Adaline CR: 12

Medium humanoid (human), lawful evil
Armor Class: 20 (+2 plate armor)
Hit Points: 138 (12d10 + 72)
Speed: 40 ft.

STR

21 +5

DEX

12 +1

CON

22 +6

INT

10 +0

WIS

11 +0

CHA

18 +4

Saving Throws: WIS +4, CHA +8 (+4 to all saves from Aura)
Damage Resistances: poison
Condition Immunities: Disease, poisoned
Challenge Rating: 12 ( 8,400 XP)
Proficiency Bonus: +4

Spellcasting. Savaia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

1st level (4 slots): Armor of Agathys, Command, Compelled Duel, Cure Wounds, Detect Magic, Searing Smite, Shield of Faith
2nd level (3 slots): Aid, Find Steed, Hold Person, Spiritual Weapon
3rd level (3 slots): Aura of Vitality, Bestow Curse, Cause Fear, Crusader's Mantle, Dispel Magic


Aura of Conquest. While creatures are frightened and within 10 feet of Savaia, their movement speed is reduced to 0 and they take 6 physic damage at the start of their turns.

Aura of Protection. Savaia and allies within 10 feet of her add +4 to their saving throws.

Potions. Savaia has the following potions on her; 2x Potion of Haste, Potion of Mind Reading, 1x superior healing potion.

Actions

Multiattack. Savaia makes two attacks, choosing from either Star Cleaver attacks or Long Bow attacks.

Star Cleaver. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Radiant damage.

Long Bow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.

Drink Potion. Savaia drinks one of her potions

Lay on Hands. Savaia has 60 points of lay on hands. She may spend an action to use as many points as she likes to heal that many hitpoints to herself or a creature she is touching.

Channel Divinity. Savaia has 1 use of channel divinity, which she may spend in one of the following ways;

  • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


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