Celestial guards cannot cast spells
Action Name.
Maul . Melee Weapon Attack: +6 to hit, reach 12ft., one target. Hit: (2d6+ 12) [bludgeoning] damage.
Morningstar. MeleeWeapon Attack: +6 to hit, reach 5ft, one target. Hit: (1d8+4) [piercing] damage.
Battleaxe. Melee Weapon Attack :+6 to hit, reach 5ft, one target. Hit: (1d8 +4) [slashing] damage. (versatile 1d10)
Celestial guards can take a bonus action every other turn.
Reaction Name.
Disengage. PHB pg192.
Dodge. PHB pg 192.
Celestial guards have 2 legendary actions per turn
Legendary Action Name (Costs 1 Actions). Celestial guards can heal themselves 3d12 hit points.
Celestial guards have 3 mythic actions per turn
Mythic Action Name (Costs 1 Actions). Celestial block, Celestial guards can spend one mythic action to reduce the speed of two creatures it can see to 0 .
Mythic action name (Costs 1 Actions). Celestial smite, Celestial guards can spend one mythic action to add 2d12 to any of its attacks.
Description
Celestial guards are ancient statues that have been brought to life by celestial beings, though not hostile, they are quick to become hostile by any sort of attack made on anything in its gaze. Celestial guards can have either a maul or morningstar and a battleaxe.
Celestial guards spawn in groups of 2d4+3.
Previous Versions
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3/8/2021 11:42:12 AM
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3/30/2021 2:48:56 PM
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3/30/2021 2:51:03 PM
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3/30/2021 3:07:20 PM
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