LGtC:Dremora Kynval

From UESTRPG Wiki
Dremora Kynval
Medium Fiend (Daedra), Typically Lawful Evil

Armor Class 20 (plate, shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft.

STR AGI END INT WIL PER
19 (+4) 14 (+2) 15 (+2) 11 (+0) 15 (+2) 17 (+3)

Saving Throws End +5, Wil +5, Per +6
Skills Athletics +7, Intimidation +6
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances fire
Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses darkvision 60 ft., passive Perception 12
Languages Daedric and any one other language

Challenge 7 (2,900 XP)Proficiency Bonus +3
Brave. The dremora has advantage on saving throws against being frightened.

Daedric Advantage. Once per turn, the dremora can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the dremora that isn't incapacitated. If the dremora's ally is a daedra, the attack deals an extra 7 (2d6) damage instead.
Actions
Multiattack. The dremora makes three attacks with its bound longsword or two attacks with its flare.


Bound Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) fire damage, or 9 (1d10 + 4) slashing damage if used with two hands. plus 4 (1d8) fire damage.

Flare. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) fire damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the dremora can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dremora. A creature can benefit from only one Leadership die at a time. This effect ends if the dremora is incapacitated.
Bonus Actions
Bound Weapons. The dremora summons a daedric weapon that can use its Personality modifier for attack and damage rolls, rather than Strength or Agility. The damage from this weapon is magical.
Reactions
Parry. The dremora adds 3 to its AC against one melee attack that would hit it. To do so, the dremora must see the attacker and be wielding a melee weapon.

Found In: Legionnaire's Guide to Cyrodiil