Bloodsworn Avenger

Medium Epic humanoid (dwarf), any alignment

Armor Class 32 (Epic armor)
Hit Points 500 (40d8 + 320)
Speed 25 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 27 (+8) 16 (+3) 22 (+6) 8 (-1)

Saving Throws Str +21, Con +19, Int +14, Wis +17, Cha +10
Skills Athletics +32, History +14, Intimidation +10, Perception +17, Religion +14
Damage Resistances poison, thunder; bludgeoning, piercing, and slashing
Damage Immunities all damage from non-Epic sources
Condition Immunities petrified, stunned, unconscious
Senses darkvision 60 ft., truesight 60 ft. passive Perception 27
Languages Druidic, Terran
Challenge Epic 4

SPECIAL TRAITS

  • Aura of Caging. Hostile creatures within 60 feet of the avenger cannot willingly move away from it by any means.
  • Bane of Sinners. The avenger has Epic advantage on attack rolls, saving throws, and ability checks against a creature attuned to the relic and its allies. Brutal Hammering. The avenger’s attacks are magical and score a critical hit on a 16–20. A creature critically hit by the avenger is stunned until the end of its next turn. Centripetal Force. As a bonus action, the avenger can spin its hammer around its head and then loose it in a direction of its choice. The avenger is then thrown up to 300 feet in a straight line in that direction and does not land prone
  • Legendary Resistance (5/Day). When the avenger fails a saving throw, it can choose to succeed instead.
  • Sworn Pursuit. If a creature is attuned to the relic, the avenger always knows the exact location of that creature. The creature cannot be hidden from the avenger by any means and cannot conceal its location from the avenger.

ACTIONS

  • Multiattack. The avenger makes four attacks, or makes two attacks and takes a legendary action.
  • Headbutt (Recharge 5–6). Melee Weapon Attack: +21 to hit, reach 5 ft., one creature. Hit: 45 (10d8) bludgeoning damage and the creature must succeed on a DC 29 Constitution saving throw or be knocked unconscious for 1 minute. At the end of each of its turns, an unconscious creature can repeat this saving throw, ending the effect on a success.
  • Stormhammer. Melee or Ranged Weapon Attack: +21 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage and 22 (4d10) lightning damage. A creature stunned by this attack takes an additional 33 (6d10) lightning damage.

LEGENDARY Actions

The avenger can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn or when the avenger takes its Multiattack action. The avenger regains spent legendary actions at the start of its turn.

  • Divine Intervention (Costs 3 Actions). The avenger casts the spell wish. The spellcasting ability for this spell is Wisdom (spell save DC 25, +17 to hit with spell attacks).
  • Hammering. The avenger makes a single attack with its Stormhammer.
  • Magic Immunity. The avenger becomes immune to spells or magical effects of 9th level or lower unless it wishes to be affected. This benefit lasts until the end of the avenger’s next turn.
  • Recall Hammer. The avenger magically teleports its stormhammer into its empty hand.
  • Surge of Fury. The avenger surges with power, granting it a +20 bonus to its next attack roll, damage roll, or Strength ability check. While attuned, the relic has the following properties, in addition to its unattuned properties.
  • Dwarven Legacy. You gain inherent knowledge of dwarven genealogy. You can perfectly recite the family tree and clan history of every dwarf you are aware of. Additionally, you gain Dwarvish as a language.
  • Master Earth. When an effect would attempt to alter the ground, earth, or stone within sight of you, you may take a reaction to prevent that effect.
  • Stonelord. While you hold the shield and have at least one free hand, you can use an action to cast the following spells from the shield, using your spell save DC and spell attack modifier (when applicable), or a spell save DC of 30, whichever is higher. The non-Epic spells are always cast as 9th-level spells and do not require concentration to maintain their effects for the duration. The spellcasting ability for these spells is always Wisdom.
Section 15: Copyright Notice

Epic Legacy Core Rulebook Copyright 2018 2CGaming, Llc. Author(s) Ryan Servis, Steven Gordon, Jonathan Kelly

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