Valkor (5e Creature)

Valkor

Large celestial, lawful good


Armor Class 17 (natural armour, shield)
Hit Points 126 (12d10 + 60)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 21 (+5) 18 (+4) 22 (+6) 22 (+6)

Saving Throws Wis +11, Cha +11
Skills Insight +11, Perception +11
Damage Resistances acid, poison
Damage Immunities fire, necrotic, radiant
Condition Immunities charmed, exhaustion, frightened
Senses truesight 60 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP)


Angelic Weapons. The valkor's weapon attacks are magical. When the valkor hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Radiant Body. A creature that touches the valkor or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.

Magic Resistance. The valkor has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The valkor makes three attacks: two with its flail and one with its shield bash.

Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, plus 18 (4d8) radiant damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, plus 18 (4d8) radiant damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS

Parry. The valkor adds 5 to its AC against one melee attack that would hit it. To do so, the valkor must see the attacker and be wielding a melee weapon.

Valkors are mighty celestial beings that live in deserts and are worshipped by the maramorian tribes. They resemble knights with great flails and massive shields, and their bodies and weapons burn with radiant light. They are always ready to protect desert travellers from villains and monsters, which has earned them the nickname "sand-shields".

Celestial Nature. A valkor doesn't require food, drink, or sleep.


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