Savior (5e Creature)

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Medium humanoid (Human), lawful good

Armor Class 17 (Splint Mail)
Hit Points 180 (24d8 + 72)
Speed 30

17 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Charisma +5, Wisdom +6
Skills Religion +4, Diplomacy +6
Damage Resistances necrotic, radiant
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 10 (5,900 XP)

Call to the Gods. (1/day) When the savior drops to 0 hp, it makes a DC 15 Wisdom check. On a success, it gains 20 hit points.


Multiattack. The savior makes four attacks: two with its sacred longsword and two with divine hands.

Sacred Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:25 (5d8 + 3) slashing damage. When the savior has advantage on the attack roll, and both hit rolls would hit, the target has disadvantage on saving throws until the start of the saviour's next turn.

Divine Hands. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage and 7 (2d6) radiant damage.

Saviors are those who believe that their righteous path is those of their deities. They will find information about you and convince you to join their cause. The Saviors need more people to join their causes so they strike down demons and devils, and other Saviors who stand against their power. Saviors begin their rise of power whenever a great evil deed is done, like human sacrifices in the middle of a town or city to summon demons or devils; possibly even when a plague rolls through town, the Saviors will rise and blame it on some evil entity. They would slaughter town of plagued people to stop the "evil" from spreading. But their code of honor states that if one betrays another Savior, their deity, or is infected with some type evil, they most be executed in front of their other comrades.

A savior's hands are engulfed in a bright, glowing light.

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