Dvarapala
Dvarapala
Huge giant, any alignment (as its patron deity)
- Armor Class 14 (natural armor)
- Hit Points 136 (13d12+52)
- Speed 40 ft.
- STR
19 (+4) - DEX
8 (-1) - CON
18 (+4) - INT
10 (+0) - WIS
16 (+3) - CHA
9 (-1)
- Saving Throws Str +7, Con +7, Wis +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)
- 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:
At will: sacred flame (2d8)
3/day: thunderwave
1/day each: gust of wind, wind wall
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.