b'Bloodsworn Avenger \n'b'  Medium   Epic humanoid  ( dwarf ), any alignment \n'b'  Armor Class  32 (Epic armor)  Hit Points  500 (40d8 + 320)  Speed  25 ft.\n'b' STATS STR: 30 (+10) DEX:  12 (+1)  CON:  27 (+8)  INT:  16 (+3)  WIS:  22 (+6)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +21,  Con  +19,  Int  +14,  Wis  +17,  Cha  +10  Skills   Athletics  +32,  History  +14,  Intimidation  +10,  Perception  +17,  Religion  +14  Damage Resistances  poison, thunder; bludgeoning, piercing, and slashing  Damage Immunities  all damage from non-Epic sources  Condition Immunities   petrified ,  stunned ,  unconscious   Senses   darkvision  60 ft., truesight 60 ft. passive  Perception  27  Languages  Druidic, Terran  Challenge  Epic 4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Caging . Hostile creatures within 60 feet of the avenger cannot willingly move away from it by any means. \n'b'  Bane of Sinners . The avenger has Epic advantage on  attack  rolls, saving throws, and ability checks against a creature attuned to the relic and its allies. Brutal Hammering. The avenger\xe2\x80\x99s attacks are magical and score a critical hit on a 16\xe2\x80\x9320. A creature critically hit by the avenger is  stunned  until the end of its next turn. Centripetal Force. As a bonus action, the avenger can spin its hammer around its head and then loose it in a direction of its choice. The avenger is then thrown up to 300 feet in a straight line in that direction and does not land  prone  \n'b'  Legendary Resistance (5/Day) . When the avenger fails a saving throw, it can choose to succeed instead. \n'b'  Sworn Pursuit . If a creature is attuned to the relic, the avenger always knows the exact location of that creature. The creature cannot be hidden from the avenger by any means and cannot conceal its location from the avenger. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The avenger makes four attacks, or makes two attacks and takes a legendary action. \n'b'  Headbutt (Recharge 5\xe2\x80\x936) .  Melee Weapon Attack : +21 to hit, reach 5 ft., one creature.  Hit : 45 (10d8) bludgeoning damage and the creature must succeed on a DC 29  Constitution  saving throw or be knocked  unconscious  for 1 minute. At the end of each of its turns, an  unconscious  creature can repeat this saving throw, ending the effect on a success. \n'b'  Stormhammer .  Melee or Ranged Weapon Attack : +21 to hit, reach 5 ft. or range 60/120 ft., one target.  Hit : 23 (2d12 + 10) bludgeoning damage and 22 (4d10) lightning damage. A creature  stunned  by this  attack  takes an additional 33 (6d10) lightning damage. \n'b'\n'b' LEGENDARY Actions \n'b' The avenger can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn or when the avenger takes its Multiattack action. The avenger regains spent legendary actions at the start of its turn. \n'b'\n'b'  Divine Intervention (Costs 3 Actions) . The avenger casts the spell  wish . The spellcasting ability for this spell is  Wisdom  (spell save DC 25, +17 to hit with spell attacks). \n'b'  Hammering . The avenger makes a single  attack  with its Stormhammer. \n'b'  Magic Immunity . The avenger becomes immune to spells or magical effects of 9th level or lower unless it wishes to be affected. This benefit lasts until the end of the avenger\xe2\x80\x99s next turn. \n'b'  Recall Hammer . The avenger magically teleports its stormhammer into its empty hand. \n'b'  Surge of Fury . The avenger surges with power, granting it a +20 bonus to its next  attack  roll, damage roll, or  Strength  ability check. While attuned, the relic has the following properties, in addition to its unattuned properties. \n'b'  Dwarven Legacy . You gain inherent knowledge of dwarven genealogy. You can perfectly recite the family tree and clan history of every  dwarf  you are aware of. Additionally, you gain Dwarvish as a language. \n'b'  Master Earth . When an effect would attempt to alter the ground, earth, or stone within sight of you, you may take a  reaction  to prevent that effect. \n'b'  Stonelord . While you hold the shield and have at least one free hand, you can use an action to cast the following spells from the shield, using your spell save DC and spell  attack  modifier (when applicable), or a spell save DC of 30, whichever is higher. The non-Epic spells are always cast as 9th-level spells and do not require concentration to maintain their effects for the duration. The spellcasting ability for these spells is always  Wisdom .'