Small Celestial, Chaotic Good
Armor Class 21
Hit Points 225 (30d6 + 120)
Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +12, INT +10, WIS +12, CHA +13
Skills Acrobatics +19, Arcana +17, History +17, Insight +19, Performance +20, Religion +17
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 15
Languages All
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Zoe's spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no material components:

At will: dancing lights, detect thoughts, detect magic, mage hand, prestidigitation
3/day each: blink, far step
2/day each: plane shift, prismatic spray, teleport
1/day: sunburst

Nimble. Zoe can take the Disengage or Dodge action as a bonus action on each of her turns.

Playful Defense. While she is not wearing armor or a shield, Zoe's Armor Class includes her Charisma modifier.

Actions

Paddle Star. Ranged Spell Attack: +13 to hit, range 30 ft., one target. Hit: 17 (2d10 + 6) radiant damage. If this attack misses a creature, Zoe can redirect the beam of radiant energy to attack another target within 15 feet of the original target. Roll an attack against the second target, and if it hits, the beam does an additonal 11 (2d10) radiant damage.

Sleepy Trouble Bubble (Recharge 5-6). Zoe launches an magical orb of energy that flies in a straight line up to 60 feet in a direction she chooses before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC 21 Dexterity saving throw. On a failed save, the orb strikes the target and stops moving. A struck creature takes 26 (4d12) radiant damage and falls unconscious. Another creature can use an action to wake an unconscious creature. If the creature takes damage before it is woken up, that damage is doubled and overcomes any resistances or immunities the creature may have.

Legendary Actions

Zoe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zoe regains spent legendary actions at the start of her turn.

Portal Jump. Zoe magically teleports to an unoccupied space she can see within 30 feet of her. Roll a d6. On a 1, she returns back to the position she teleported from at the end of the next creature's turn.

Spell Thief (Costs 2 Actions). Zoe copies a spell that she just saw used, and can cast it again the exact same way it was cast, using her spell DC or modifier as needed. She can then move up to her speed without provoking opportunity attacks.

Change Gravity (Costs 3 Actions). Zoe casts the reverse gravity spell. The spell has the normal effect, except that she can orient the area in any direction and creatures and objects fall toward the end of the area.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2020 1:40:15 PM
3
0
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Coming Soon

Monster Tags: NPC

Darthvenexus

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