Holy Regeneration. When Cellician woud be reduced to 0 hit points, she instead regains 300 hit points and gains a bonus to her attacks.
Innate Spellcasting (3/Day). Cellician can innately cast Divine Word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Cellician fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Cellician is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. However, she is merely resistent to the spells cast by the Agruli.
Regeneration. If Cellician has at least 1 hit point, she regains 30 hit points at the start of her turn.
Cellician can make 3 attacks with her sword per action. If she chooses to make an attack with one of her spells, then she can only make 2 attacks per action (1 spell and 1 melee).
Celestial Sword. Melee Weapon Attack: +15 to hit, range 5 ft., one target. Hit: 42 (5d12 + 10) slashing damage. If the target has hit Cellician on their last turn, they must make a DC 18 WIS saving throw or be [effect]Frightened[/effect] for 1 minute.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 70 (20d6) damage of one of the following types (Cellician’s choice): acid, cold, fire, force, lightning, radiant, or thunder.
Decimating Bolt (Recharge 5–6). Cellician shoots lightning from her fingers in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) damage on a failed save, or half as much damage on a successful one. The damage types for this attack are radiant, necrotic, lightning, or thunder.
Change Shape. Cellician magically transforms into any Humanoid or Beast, while retaining her game statistics (other than her size). This transformation ends if the goddess is reduced to 0 hit points or if she uses a bonus action to end it.
Unyielding. When Cellician is subjected to an effect that would move her, knock her Prone, or both, she can use her reaction to be neither moved nor knocked [condition]Prone[/conditiom].
Cellician 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. Cellician regains spent legendary actions at the start of her turn.
Attack. Cellician
Trembling Strike (Costs 2 Actions). Cellician strikes the ground with her Arcane Arm, triggering an earth tremor. All other creatures on the ground within 60 feet of Cellician must succeed on a DC 25 Strength saving throw or be knocked Prone.
Frighten Foes (Costs 3 Actions). Cellician targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be Frightened of her until the end of her next turn. Any target within 5 feet of Cellician has disadvantage on the saving throw.
Psychic Beam (Costs 3 Actions). Cellician emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 70 (20d6) psychic damage on a failed save, or half as much damage on a successful one.
If Cellician’s Holy Regeneration trait has activated in the last hour, she can use the options below as legendary actions.
Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the Cellician, and she gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches Cellician or hits it with a melee attack takes 26 (4d12) lightning damage.
Description
Cellician is a young titan goddess of the world of Aurania. Like the other gods of this young world, Cellician dreads Morguul, the titan god of chaos and death, whose rise would spell the end for the gods and the Auranian inhabitants. Cellician is generally friendly towards the creatures of Aurania that revere her and devotes her time to aiding them in their quests, she herself in love with adventure. She will only attack if extremely provoked, and does not tolerate violence between beings in her presence. She wanders through all planes of existence, avoiding the Nine Hells as much as she can and collecting various artifacts and wepons from the realms to give to her followers in Aurania.
Comments