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Stendarr - TES

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D&D inspired variant of the divine Stendarr from the elder scrolls universe

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Stendarr in D&D 5e

Domain and Alignment

  • Alignment: Lawful Good

  • Domains: Protection, Life, Order

  • Suggested Cleric Domains: Life, Order, Peace

  • Symbol: A stylized gauntlet or a radiant shield

  • Colors: White and crimson


Core Tenets of Stendarr

Stendarr is the god of Mercy, Justice, and Righteous Might. His followers believe in:

  1. Compassion for the Innocent: Aid those in need without hesitation.

  2. Unyielding Justice: Punish the wicked and protect the weak.

  3. Purity Against Evil: Stand firm against corruption, daedra-like entities, and unnatural horrors.

  4. Strength Through Service: Power is a tool for defending others, not for personal gain.


Lore Adaptation

In your D&D world, Stendarr can be positioned as:

  • A celestial deity who rose during an age of chaos when fiends and aberrations plagued the land.

  • His followers formed the Order of the Gauntlet (or a custom faction), dedicated to eradicating evil and healing the wounded.

  • Stendarr’s influence is strongest in regions threatened by extraplanar forces—his temples often double as sanctuaries and hospitals.


Followers and Organization

  • Clergy: Known as Sentinels of Stendarr, they wear crimson and white robes, often bearing heavy armor beneath.

  • Paladins: Oath of Devotion or Oath of Redemption paladins are common, sworn to uphold mercy and justice.

  • Inquisitors: Specialized agents who hunt aberrations, undead, and fiends.

  • Lay Worshippers: Farmers, healers, and soldiers who seek protection and moral guidance.


Sacred Rites

  • The Vigil of Mercy: A ritual where followers fast and heal the sick for three days.

  • The Gauntlet’s Oath: Initiates swear to never turn away from those in need.

  • Purging of Evil: Ceremonies to cleanse cursed lands or banish extraplanar entities.


Artifacts and Relics

  • Gauntlet of Stendarr: Grants advantage on saving throws against fiends and undead.

  • Shield of Mercy: Once per long rest, can cast Mass Cure Wounds.

  • Stendarr’s Beacon: A holy relic that emits radiant light harmful to aberrations and fiends.


Adventure Hooks

  1. The Corrupted Temple: A shrine of Stendarr has fallen to a cult of chaos—recover the relics and cleanse the site.

  2. The Missing Sentinel: A famed inquisitor vanished while hunting a powerful fiend; the party must find them.

  3. The Mercy Dilemma: A plague spreads through a city; followers of Stendarr clash with zealots who demand purging the infected.

Stendarr, God of Mercy and Justice

Large celestial (deity), lawful good


Armor Class

25 (natural armor, divine aura)

Hit Points

615 (30d12 + 420)

Speed

40 ft., fly 90 ft. (hover)


STR | DEX | CON | INT | WIS | CHA

30 (+10) | 22 (+6) | 28 (+9) | 24 (+7) | 30 (+10) | 28 (+9)


Saving Throws

Str +18, Con +17, Wis +18, Cha +17

Skills

Insight +18, Persuasion +17, Religion +15

Damage Resistances

Radiant, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

Necrotic, poison

Condition Immunities

Charmed, frightened, poisoned

Senses

Truesight 120 ft., passive Perception 30

Languages

All, telepathy 120 ft.

Challenge

CR 30 (155,000 XP)


Divine Traits

  • Legendary Resistance (3/Day): If Stendarr fails a saving throw, he can choose to succeed instead.

  • Aura of Mercy: Allies within 60 ft. gain advantage on saving throws against fear and charm, and regain 10 hit points at the start of their turn.

  • Aura of Justice: Fiends and undead within 60 ft. have disadvantage on attack rolls and saving throws.


Actions

Multiattack

Stendarr makes two attacks with his Gauntlet of Righteous Might or casts a spell.

Gauntlet of Righteous Might (Melee Weapon Attack):

+18 to hit, reach 10 ft., one target.
Hit: 45 (6d10 + 10) bludgeoning damage plus 27 (6d8) radiant damage.

Radiant Judgment (Recharge 5–6):

Stendarr calls down a pillar of holy light in a 60-ft. radius, 120-ft. high cylinder.
Effect: All fiends and undead in the area take 120 radiant damage (Dex save DC 26 for half). Allies are healed for 60 hit points.


Spellcasting

Stendarr is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). He has the following spells prepared:

  • At will: detect evil and good, cure wounds, sanctuary

  • 3/day each: banishment, mass cure wounds, flame strike

  • 1/day each: holy aura, divine word, mass heal


Legendary Actions

Stendarr can take 3 legendary actions, choosing from the options below:

  • Smite Evil: Make one Gauntlet attack.

  • Shield of Mercy: Grant an ally within 60 ft. resistance to all damage until the start of Stendarr’s next turn.

  • Cast a Spell: Cast a spell from his list.


Mythic Trait (Optional Epic Variant)

When reduced to 0 hit points, Stendarr explodes in a wave of divine light, restoring himself to 300 hit points and gaining Radiant Overload: all attacks deal an extra 6d10 radiant damage for 3 rounds.

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