Epic PlatesValoris

2

Valoris Color

Valoris color — not a Champion

Paint language for Valoris. Use the recovered identity from Houses of the Realm. Do not print a name from cards 001–020 onto these visors.

Stained-glass plate, gold leading, a cross of light for a visor. Valoris-adjacent. Not Aurani.
Stained-glass plate, gold leading, a cross of light for a visor. Valoris-adjacent. Not Aurani.

The Glasscantor

Medium construct, lawful good. walking window. CR 17.

Armor Class20 (leaded glass)
Hit Points243 (18d8 + 162)
Speed30 ft.
ScoresSTR 20 DEX 12 CON 20
INT 14 WIS 18 CHA 18
SavesCon +11, Wis +10, Cha +10
Resistancesradiant, fire, necrotic
Immunitiesblinded, poison
Sensesdarkvision 60 ft., passive Perception 20
Challenge17 (18,000 XP)

Traits

Light Through Wound. When the Glasscantor is hit by a melee attack, the attacker takes 9 (2d8) radiant as colored light spills through the crack.

Oathglass. While standing in bright light, the Glasscantor’s weapon attacks deal an extra 7 (2d6) radiant.

Actions

Multiattack. Two Leaded Fists or one Fist and Cast Light.

Leaded Fist. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) bludgeoning plus 9 (2d8) radiant.

Cast Light (Recharge 5–6). A 30-foot cone of colored radiance. DC 18 Constitution save, 36 (8d8) radiant and blinded until the end of the next turn on a fail; half and not blinded on a success.

Tactics. Fight in a nave or under a Mercy Lantern. Do not let Noctara douse the light first.

Valoris color without a Champion name. The cross is a visor, not a printed Vow card.
The Glasscantor
Lion-helm paladin, sunburst breast, burgundy cloak. Valoris-adjacent. Not Aurani, not Aurelian.
Lion-helm paladin, sunburst breast, burgundy cloak. Valoris-adjacent. Not Aurani, not Aurelian.

The Auric Pride

Medium celestial (monstrosity), lawful good. lion of the nave. CR 17.

Armor Class20 (gold-chased plate)
Hit Points243 (18d8 + 162)
Speed30 ft.
ScoresSTR 20 DEX 12 CON 20
INT 12 WIS 16 CHA 20
SavesWis +9, Cha +11, Con +11
Resistancesradiant, necrotic
Immunitiesfrightened
Sensesdarkvision 60 ft., passive Perception 19
Challenge17 (18,000 XP)

Traits

Oath Presence. Allies within 10 feet that can see the Pride have advantage on saves against being frightened. This is not the Vows signature and does not stack with printed Vow cards.

Actions

Multiattack. Two Sunburst Mauls.

Sunburst Maul. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) bludgeoning plus 9 (2d8) radiant.

Roar of First Oath (Recharge 5–6). Each enemy within 30 feet that can hear, DC 19 Wisdom save or be frightened 1 minute (repeat at end of turn). Allies in the radius may spend a reaction to move 10 feet toward the Pride.

Tactics. Stand between a Downed ally and the board edge. Roar to break a rush. Co-rule with Draconis is political, not a permission to share this plate as a Draconis epic.

Retired champion names stay retired. The lion is a banner animal, not a card 001.
The Auric Pride
White-gold plate, living pinions, a thorned halo. Radiant Guard aesthetic. Not a printed cohort.
White-gold plate, living pinions, a thorned halo. Radiant Guard aesthetic. Not a printed cohort.

Dawn Seraph

Medium celestial, lawful good. the white pinion. CR 18.

Armor Class21 (consecrated plate)
Hit Points262 (21d8 + 168)
Speed30 ft., fly 60 ft.
ScoresSTR 20 DEX 16 CON 20
INT 14 WIS 18 CHA 20
SavesWis +10, Cha +11, Con +11
Resistancesradiant, necrotic, fire
Immunitiesfrightened, blinded
Sensestruesight 30 ft., darkvision 120 ft., passive Perception 20
Challenge18 (20,000 XP)

Traits

Halo. The Seraph sheds bright light in 20 feet, dim in 20 more. It cannot suppress this.

Radiant Guard. Once per round, when an ally within 10 feet is hit, the Seraph may take the damage instead.

Actions

Multiattack. Two Halo Blades. It may replace one with Pinions Down.

Halo Blade. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) slashing plus 13 (3d8) radiant.

Pinions Down (Recharge 5–6). Each enemy in a 20-foot cone, DC 19 Dexterity save or take 27 (6d8) radiant and have fly speed 0 until the Seraph’s next turn.

Legendary actions

Dawn Seraph can take 3 legendary actions, choosing from the options below.

Wing. Fly 30 feet without provoking.

Blade. One Halo Blade attack.

Interpose (Costs 2). Use Radiant Guard even if it already triggered this round.

Tactics. Stay between the Champion and the board edge. Halo denies Noctara and Veil-Rain their dark.

Valoris color surplus is a gallery, not a second army. Tokens still read five bodies.
Dawn Seraph
Five gilt heads on a floating cloister. Valoris-adjacent. Five Vows here is a creature trait, not the printed Vows signature.
Five gilt heads on a floating cloister. Valoris-adjacent. Five Vows here is a creature trait, not the printed Vows signature.

Gilded Hydra-Monk

Large celestial (monstrosity), lawful neutral. many-headed discipline. CR 14.

Armor Class18 (consecrated silk)
Hit Points220 (21d10 + 105)
Speed30 ft., fly 20 ft. (hover)
ScoresSTR 16 DEX 14 CON 20
INT 16 WIS 20 CHA 16
SavesWis +10, Con +10, Cha +8
Resistancesradiant, psychic
Immunitiescharmed, frightened
Sensestruesight 20 ft., passive Perception 20
Challenge14 (11,500 XP)

Traits

Five Vows. Five heads, one will. Only one head may take an action each turn. If the Monk chooses to break a vow, a second head may act that turn, and the Monk takes 14 (4d6) force. This force is not a Chaos track tick.

Actions

Palm of the Cloister. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 15 (2d10 + 4) bludgeoning plus 9 (2d8) radiant.

Sutra (Recharge 5–6). Each enemy within 20 feet, DC 18 Wisdom save or be stunned until the end of the Monk’s next turn. A creature that fails by 5 or more is also knocked prone.

Tactics. One head, one strike, until the table forces a vow-break. Do not run five attacks for free.

A cloister is not a printed House. Do not letter a foreign monastery on the mat.
Gilded Hydra-Monk
White-gold plate, a living halo, a sun-sword. Valoris-adjacent. Not Aurani, not Aurelian.
White-gold plate, a living halo, a sun-sword. Valoris-adjacent. Not Aurani, not Aurelian.

Gilt Halo

Medium celestial, lawful good. the sun-law with a sword. CR 17.

Armor Class21 (consecrated plate)
Hit Points243 (18d8 + 162)
Speed30 ft., fly 40 ft.
ScoresSTR 20 DEX 14 CON 20
INT 12 WIS 18 CHA 20
SavesWis +10, Cha +11, Con +11
Resistancesradiant, necrotic
Immunitiesfrightened
Sensesdarkvision 60 ft., passive Perception 20
Challenge17 (18,000 XP)

Traits

Halo. Bright light 20 feet, dim 20 more. Cannot be suppressed.

Sun-Law. Once per round, when an ally within 10 feet is hit, Gilt Halo may take the damage instead.

Actions

Multiattack. Two Sun-Swords.

Sun-Sword. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) slashing plus 13 (3d8) radiant.

Judgment (Recharge 5–6). A 20-foot cone. DC 19 Constitution save, 27 (6d8) radiant, blinded until Gilt Halo’s next turn on a fail; half and not blinded on a success.

Tactics. Stand in the nave. Interpose. Halo denies Veil-Rain and the Bone Tithe their dark.

Another Valoris plate. Color surplus. Five-body roster unchanged.
Gilt Halo
Chrome votary, a gold cross on a faceless veil. Valoris-adjacent. Vow of Shape is a creature trait, not the printed Vows signature.
Chrome votary, a gold cross on a faceless veil. Valoris-adjacent. Vow of Shape is a creature trait, not the printed Vows signature.

Quicksilver Nun

Medium construct (celestial), lawful neutral. liquid-metal votary. CR 14.

Armor Class19 (living chrome)
Hit Points165 (22d8 + 66)
Speed30 ft.
ScoresSTR 14 DEX 18 CON 16
INT 12 WIS 18 CHA 14
SavesDex +9, Wis +9
Resistancesslashing, piercing, radiant
Immunitiescharmed, petrified, poison
Sensesblindsight 30 ft. (blind beyond), passive Perception 18
Challenge14 (11,500 XP)

Traits

Vow of Shape. As a bonus action, the Nun becomes any simple weapon or a perfect copy of one seen face for 1 minute (once, then rest). A copied face has that creature’s appearance, not its statistics. A simple-weapon form deals the Nun’s Chrome Edge damage using that weapon’s damage type.

Actions

Chrome Edge. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 15 (2d10 + 4) slashing.

Mirror Cloister (Recharge 5–6). Each creature within 15 feet that can see the Nun, DC 17 Wisdom save or be stunned until the end of the Nun’s next turn, seeing its own face in the chrome.

Tactics. Copy the Champion. Walk through the clustered. Do not treat the cross as a printed Relic.

Another Valoris plate. Color surplus. Five-body roster unchanged.
Quicksilver Nun