Dvarapala
Creature Codex (3pp)
- Size
- Huge
- Type
- giant (as its patron deity)
- Alignment
- any alignment
- AC
- 14 (natural armor)
- Hit Points
- 136 (13d12+52)
- Speed
- walk 40 ft.
- 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
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). It can innately cast the following spells, requiring no material components:
- At will: sacred flame (2d8)
- 3/day each: 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.
recharge
D4
Spells
sacred flame, thunderwave, gust of wind, wind wall