Dvarapala

This fearsome warrior-giant stands guard in front of a pair of great doors, brandishing a large, bronze mace. He has a huge, block-like physique, thick arms and legs, large ears, and a monstrous face dominated by a mouth full of sharp teeth. He wears a skirt and several pieces of gold jewelry but is otherwise unclothed, as if to better show off his impressive belly.

Huge giant, any alignment (as its patron deity)

Armor Class 14 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 10 (+0) 16 (+3) 9 (-1)

Saving Throws Strength +7, Constitution +7, Wisdom +6
Skills Perception +6, Religion +3
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 16
Languages Common; telepathy 120 ft.
Challenge 5 (1,800 XP)

Special Traits

  • Divine Words. In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).
  • Keen Senses. The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Magic Resistance. The dvarapala has advantage on saving throws against spells and other magical effects.
  • You Shall Not Pass! The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.
  • Innate Spellcasting. The dvarapala’s innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:

Actions

  • Gada. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.
  • Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
  • Sweeping Strike (Recharge 4-6). The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.

About

Divine Door Guardians. Dvarapala are a race of semi-divine giants who serve the various gods of the East, standing guard over their most sacred temples and shrines. Normally encountered in pairs or in even numbers, one dvarapala will be stationed on each side of the temple entrance with another pair inside, guarding the doorway into the inner sanctum. The dvarapala take orders from the god’s servants, ensuring that only those allowed to enter the temple are admitted.

Touched by the Gods. Although all dvarapala are both larger-than-life and martial, their appearances and costumes vary based on the attributes of their divine master. A dvarapala serving a god of war, for example, might appear more ferocious, while one sworn to a god of the morning might have skin that gleams with a golden glow. Its weapons vary as well, but huge gadas (maces) are favored by most dvarapala to knock intruders down the temple steps or bludgeon them into submission.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.