Tiny Celestial, Chaotic Good
Armor Class 8 Spiritual
Hit Points 28 (7d4)
Speed 60 ft.
STR
2 (-4)
DEX
16 (+3)
CON
8 (-1)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, WIS +3, CHA +5
Skills Medicine +2, Religion +2
Damage Vulnerabilities Psychic
Damage Resistances Radiant
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Grappled, Petrified, Poisoned, Prone
Senses Truesight 60ft, Passive Perception 16
Languages All (Simplistic) (Spoken Only), Celestial (Simplistic). Blessed Symbiont's listen not to words, but the meanings and emotions of any creature that attempts to communicate with them, and as such can roughly understand any creature that speaks to them. They can only speak themselves however, in a tinkling, simplified version of Celestial, though they may attempt to communicate with tinkling bell like noises and patterned motions.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Blessed Energy Form: Blessed Symbiont's are created from faint gatherings of celestial energies, and as such have no physical presence. They are immune to any purely physical attacks and reactions, and are resistant to Radiant damage. Unfortunately, as they are naïve and gentle creatures with immature psyches, they are especially vulnerable to Psychic attacks.

Spellcasting: The Blessed Symbiont is a 7th-level spell caster. Its spellcasting ability is 16 (spell save DC 14, +3 to hit with spell attacks). The Blessed Symbiont has the following Cleric spells prepared:

Cantrips (at will): Spare the Dying, Guidance.

1st level (6): Healing Word, Sanctuary, Cure Wounds.

2nd level (4): Enhance Ability, Lesser Restoration.

3rd level (2): Revivify.

Actions

Flare of Tinkling Light: Blessed Symbiont's can, once per round, launch a Flare of Tinkling Light, which has different effects depending on its feelings towards who it strikes. Should it feel it's target is an ally, the Flare heals for 1d4. Should it feel it's target is an enemy, the Flare deals 2d4 Radiant damage.

Action Melee Attack: +3 to hit, range 5 ft., 3 target(s). Hit: 1 (1d4) Radiant damage.

Action Ranged Attack: +3 to hit, range 60 ft., 1 target. Hit: 1 (2d4) Radiant damage.

Reactions

Benign Light: Whenever an action is made against a Blessed Symbiont, it flashes with a brighter, gentler light which gives any sentient creatures with the Good alignment that see it the understanding that it means no harm. Creatures with the Evil alignment that see it however are filled with a deep sense of disgust.

Legendary Actions

Upon finding a Good aligned creature stronger than itself, a Blessed Symbiont attempts to bond with it, fusing their very beings on a spiritual level. (This creature can be either PC, a NPC, or a properly aligned monster.)

Blessed Bonding (Costs 1 Action): Upon finding a Good aligned creature stronger than itself, a Blessed Symbiont attempts to bond with it, fusing their very beings on a spiritual level.

To attempt this bonding, the creature must be within 5 ft. of the Blessed Symbiont.

This bonding is only successful if the Good aligned being does not have any infernal magical energies flowing through it and does not already have any symbiont or parasite type creatures bonded with it. The bonding will fail if the creature already has a strong connection to another celestial power. Should this bonding succeed, the Blessed Symbiont and the target creature become one being with partially separate minds and completely separate abilities.

The Blessed Symbiont cannot be separated from the bonded creature unless willingly passed onto another Good aligned creature. Should the bonded creature knowingly preform an act of true evil, the Blessed Symbiont will dissolve, and all abilities gain from it will be lost.

The Mechanic of the Bonding: The Blessed Symbiont enters into it's Bonded Creatures body and loses access to all attributes, vulnerabilities, and immunities other than it's Charisma (which is it's spell casting ability) in exchange for granting it's Bonded Creature it's proficiencies. (Medicine & Religion.)

Once bonded, the Blessed Symbiont gains the ability to control the light it casts, increasing it to up to 60ft or extinguishing it completely at will.

The Blessed Symbiont survives on it's Bonded Creature's life force and as such cannot be targeted separately. It cannot be knocked unconscious, and should it's Bonded Creature be rendered so it loses the ability to preform actions that don't target it's Bonded Creature.

Should the Bonded Creature be killed, as long as the Blessed Symbiont has a single 3rd Level spell slot available, it does not die as well, and will use that spell slot in an attempt to revive it's Bonded Creature.

The Bonded Creature and the Blessed Symbiont have separate turns each Round.

The Blessed Symbiont acts similarly to a "follower", preforming actions, reactions, and bonus actions, as directed by the will of the Bonded Creature. It will not use the last of it's 3rd Level spell slots for any reason other than reviving it's Bonded Creature however.

The Blessed Symbiont grants it's Bonded Creature it's Simplistic Spoken All-Language Understanding as well as it's True Sight.

Description

Non-Corporeal, Light Caster (Dim: 30ft), Tiny.

Blessed Symbiont's are tiny, barely sentient orbs of light formed from faint gatherings of Celestial energy. Non-Corporeal, naïve, and benign, these creatures are extremely rare on the material planes. Painfully aware of their own weakness despite their in born desire to due good, they wander about the area the were formed in search of stronger, benevolent beings to join with. Blessed Symbiont's will only fight if they feel there is no other choice, or in the protection of those it sees as allies. In their orb form, they cast 30ft of dim, gentle light, making it difficult for them to hide in open places.

Lair and Lair Actions

Blessed Symbiont's have no given "Lair", and only roam around the area they were formed. Usually, these area's have few harmful and/or evil creatures, as the energies that form Blessed Symbiont's are rarely found in such environments.

Monster Tags: ArmorNPCAngelShapechanger

Habitat: ArcticDesertForestGrasslandHillMountain

ShaddowJr

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