Limited Magic Immunity. The Viluello can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Recover (3/Day). As a bonus action, the Viluello heals 2d12 + 14 hit points. The Viluello can forgo the healing and end one effect on itself instead.
Divine Weapons. The Viluello's weapon attacks are magical.
Divine Aura. All creatures of the Viluello's choice within 10 feet of it are immune to being frightened and gain a +5 to all rolls made whilst the Viluello is conscious. This aura cannot be stacked with two or more Viluello's.
Divine Plates. As an action, the Viluello can swap the plate, one for each damage type (13 total, being acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder), it is attuned too. Each plate allows the Viluello to deal any damage type of its choice when making an attack with its Hooves or using its Judgement attack, depending on the active plate. An enemy can attempt to destroy a plate when they appear. Each plate has an AC of 13 and 20 hit points. If a plate is reduced to 0 hit points it is destroyed permanently and the Viluello cannot use the damage type the plate was tied to. Only a wish spell can restore a plate.
Innate Spellcasting. The Viluello's innate spellcasting ability is Charisma (spell save DC 22). The Viluello can innately cast the following spells, requiring no material components:
At will: detect thoughts, detect evil and good, prestidigitation, unseen servant, major image, magic missile
3/day each: charm monster, hold monster, invisibility (self only), command
1/day each: dominate monster, fly (at 9th level), plane shift
Multiattack. The Viluello can make two attacks with its Hooves.
Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage plus (4d6) (Divine Plate dependant) damage.
Judgement (Recharge 5-6). The Viluello launches a beam of energy into the air which explodes into a hundred projectiles that rush to the ground and detonate in a 120-foot area around the Viluello. All creatures of the Viluello's choice must make a DC 22 Dexterity saving throw. On a failure, the creature takes 40 (10d8) (Divine Plate dependant) damage. On a success, the creature takes half damage.
The Viluello 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. The Viluello regains spent legendary actions at the start of its turn.
Teleport (Costs 2 Actions). The Viluello magically teleports up to 120 feet to an unoccupied space it can see.
Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage plus (4d6) (Divine Plate dependant) damage.
Move. The Viluello moves up to half it's movement speed.
Primal Form (Mythic Trait; Recharges after a Short or Long Rest). When the Viluello is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it bursts with radiant energy regaining 150 hit points. Additionally, every creature within 60 feet of the Viluello must make a DC 22 Constitution Saving Throw, taking 50 (10d10) radiant damage on a failed save, or half as much damage on a successful one. The Viluello's form becomes even more divine, recharging all uses of Recover expended, restoring any destroyed Divine Plates and being able to swap Divine Plates as a bonus action.
If the Viluello's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Primal Form:
Cleanse. The Viluello ends any condition affecting it.
Divine Judgement (Costs 3 Actions). The Viluello recharges and uses its Judgement ability.
Quick Teleport. The Viluello magically teleports up to 120 feet to an unoccupied space it can see.
Dash. The Viluello moves its full movement speed.
Description
A beautiful creature that roams the heaven above. A Viluello looks similar Pegasus but has an appearance closer to a lions body yet its head doesn't match any other creatures head. They seem to have rings of gold around their body, which seem to grow from the Viluello. These creatures are kind but are easy to anger, turning hostile to any that try to mount it without its consent, which it never gives.
These majestic creatures are rare but have an ability, unlike any other known creature. The Viluello carry within themselves stone plates that allow them to harness all known forms of damage. A Viluello can only have one plate active at a time and it is easy to tell when it is switching as the plates come out in a ring around the Viluello and rotate around it. The only way to know what type of damage is active is by feeling it first hand or reading the description of the plate, which is in Celestial.
It has yet to happen but a Viluello would be one of the best mounts a rider could ask for, though it is a seemingly impossible task to have a Viluello allow another creature unto its back. Not even a diety can force a Viluello to allow a creature to mount it.
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