Inquisitor Velhara - AI-generated fantasy Monster

Inquisitor Velhara

Velhara was once a respected theologian who discovered that the gods' commandments could be encoded into living magical syntax. During The Broken Incantation, her attempt to rewrite a divine prohibition failed, leaving the ritual half-complete and binding her to its unfinished command. She now believes every free-willed creature is a sentence waiting to be corrected.

Mediumhumanoid(Humanoid)CR Challenge 7Lawful neutral

Inquisitor Velhara

humanoidinquisitordivine castercontrollerritual guardianlawful authorityradiant magic
HP110AC+7SPD30 ft.CR7 (2,900 XP)InsightIntimidationInvestigationPerceptionReligion
STR
16
DEX
14
CON
18
save
INT
12
WIS
18
save
CHA
16
save
Aura of Obedience. A creature that starts its turn within 15 feet of Velhara must succeed on a Wisdom saving throw or have its speed reduced by 10 feet until the start of its next turn. If the creature fails by 5 or more, it also cannot willingly move closer to Velhara during that time. A creature that succeeds is immune to this aura until the start of its next turn.
Channel Divinity. Velhara can use Channel Divinity once per short or long rest. She has two options: Sentence of Light and Brand the Heretic. Each option is listed in her actions.
Unyielding Doctrine. Velhara has advantage on saving throws against being charmed or frightened. If she is charmed or frightened, she can repeat the saving throw at the end of each of her turns, ending the effect on herself on a success.
Ritual Authority. Velhara has advantage on saving throws against spells and other magical effects while she is within 30 feet of the broken incantation focus.
Multiattack. Velhara makes two Greatsword attacks, or uses Sacred Bolt twice.
Greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 ( plus ) slashing and radiant damage.
Sacred Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () radiant damage, and the target must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
Channel Divinity: Sentence of Light. Velhara invokes divine judgment at a point she can see within 90 feet. Each creature of her choice in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 22 () radiant damage and is restrained by luminous script until the end of its next turn. On a successful save, it takes half damage and is not restrained. A restrained creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Velhara can use this action once and regains it after a short or long rest.
Channel Divinity: Brand the Heretic. Velhara marks one creature she can see within 60 feet for 1 minute. The target must succeed on a Charisma saving throw or become branded. While branded, the creature has disadvantage on saving throws against being charmed, frightened, or restrained, and whenever it willingly moves more than 10 feet on its turn, it takes 7 () radiant damage. The target can repeat the saving throw at the end of each of its turns, ending the brand on a success. Velhara can use this action once and regains it after a short or long rest.
Command the Kneeling. Velhara targets up to three creatures she can see within 60 feet. Each target must succeed on a Wisdom saving throw or be compelled to use its reaction, if available, to move up to half its speed toward a location Velhara chooses. This movement does not provoke opportunity attacks. A creature that succeeds is immune to this effect for 24 hours.
No Appeal. When a creature Velhara can see within 60 feet succeeds on a saving throw against one of her abilities, Velhara forces it to reroll the save. The creature must use the new roll. Velhara can use this reaction once per round.
Measured Step. Velhara moves up to half her speed without provoking opportunity attacks.
Sacred Bolt. Velhara makes one Sacred Bolt attack.
Recitation of Stillness (Costs 2 Actions). One creature Velhara can see within 60 feet must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn. On a successful save, its speed is halved instead.
1st level
Cure Wounds or Guiding BoltEvocation Velhara invokes a column of divine light that restores 18 (4d8) hit points to one creature she can see within 60 feet, or deals 18 (4d8) radiant damage to one undead or fiend within that range.
2nd level
Spiritual WeaponEvocation Velhara creates a spectral weapon in an unoccupied space within 60 feet. The weapon lasts for 1 minute, requires concentration, and can make one melee spell attack against a creature within 5 feet of it as a bonus action on each of her turns. On a hit, it deals 8 (1d8 + 4) force damage.
Hold PersonEnchantment Velhara chooses up to three creatures within 30 feet. Each target must succeed on a Wisdom saving throw or be charmed for up to 1 minute. While charmed, a target is incapacitated and its speed is 0. The effect ends if the target takes damage or another creature uses an action to shake it awake.
3rd level
Flame StrikeEvocation Velhara calls down a vertical column of divine fire at a point within 120 feet. Each creature in a 5-foot-radius, 40-foot-high cylinder must make a Dexterity saving throw, taking 14 (4d6) radiant damage on a failure or half as much on a success.
Spirit GuardiansConjuration Velhara summons a 15-foot-radius aura of spectral bells centered on herself. The area is difficult terrain for enemies. When an enemy enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or have disadvantage on attack rolls until the start of its next turn.
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