Adro Ivaean | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Adro Ivaean CR: 5

Medium humanoid (beasthide shifter), any
Armor Class: 18 (Plate Armour)
Hit Points: 39 (5d10 +5)
Speed: 30 ft

STR

20 +5

DEX

8 -1

CON

13 +1

INT

13 +1

WIS

13 +1

CHA

16 +3

Saving Throws: Wis +4, Cha +6
Skills: Athletics +8, Intimidation +6, Perception +4, Persuasion +6, Religion +4, Survival +4, Dragon Chess, Land Vehicles
Senses: Blindsight 10ft., Darkvision 60ft.
Languages: You can speak, read, and write Common and Draconic
Challenge Rating: 5

Paladin Spells. The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose 5 paladin spells. The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 14   Spell attack modifier = +6   Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your paladin spells.   1st level (4). Command, Compelled Duel, Bless, Cure Wounds, Searing Smite   2nd level (2). Warding Bond, Zone of Truth, Aid, Locate Object


Special Items. They are equipped with an Adamantine Flame Tongue Glaive, Pearl of Power, Javelin of Lightning, Bag of Holding, 3 Potions of Greater Healing and Adamantine Plate Armour.   Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total of 25 hit points. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.   Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Divine Smite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Divine Health. The divine magic flowing through you makes you immune to disease.   Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.   Arytiss. Your steed serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that Targets only you also target your steed. When the steed drops to 0 Hit Points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an Action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically.   Channel Divinity. Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.   Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.   Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains 1d6+3 hit points if it has no more than half of its hit points.   Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than 2.

Actions

Adamantine Flame Tongue Glaive. reach 10ft, +8, 1d10+5. Attacks with this weapon deal double damage to objects and structures.   Divine Sense. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature 4 times. When you finish a long rest, you regain all expended uses.   Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain 1d6+6 temporary hit points. While shifted, you have a +1 bonus to your AC. You can shift 3 times, and you regain all expended uses when you finish a long rest.

They are a 6'6 (1.98 m) tanned elven figure, weighing 230 lbs (105 kg), with coarse brown hair, while shifted boar-like hair grows all across their body and face. They wear very plain but well made and shining full body plate armour without a helmet. They wield a 10ft glaive engraved with Ignan runes. They have a gold metal symbol of Aldreus hanging loosely from their belt and faced bag on their left hip.

Suggested Environments

They are a Duskbreaker of the Iramendi Circle assigned to protecting and serving Goldheart Mevara.


Created by

Noble 7.

Statblock Type

Monster

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