While in the Hands of a follower of Asmodeus, this follower can use this Item to summon the imprisoned Celestial. If you use this feature the Celestial returns to this Amulett after 1h or after it is slain. everytime you use this feature you have to roll a D20. on a 1 (+1 for every use after the first) the celestial frees itself. This resets every day. You can try to imprison it again oder slay it and try to capture a new one later. You can capture a Celestial by reducing it to under 10% of its Hitpoints and touching it with the Amulett. The Celestial has to succed on a Constitution Saving Throw +1 for every Hit Point below 10 or be imprisoned. If the imprisoned Celestial is summoned and cannot free itself it obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
The Rarity of the Amulett changes according to the imprisoned Celestial
CR 1-4 Rare
CR 5-10 Very rare
CR 10-15 Legendary
15-20 Artifact
everything above CR 20 Not possible
Current (CR4)
CELESTIAL SPIRIT (Defender)
Large celestial
Armor Class 18
Hit Points 20 + 5* LvL of Summoner
Speed 30 ft., fly 40 ft.
Damage Resistances radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to 1/4 of the summoners Lvl (min 2)
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + Lvl of Summoner radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + Lvl of Summoner.
Notes: Summoning
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