Weapons Of Judgement. The Zodiarch’s weapon attacks are magical. When the Zodiarch hits with any weapon, the weapon deals an extra 4d6 Damage of its choice between: Force, Radiant, or Necrotic.
Innate Spellcasting. The Zodiarch’s spellcasting ability is Intelligence (spell save DC 19). The Zodiarch can innately cast the following spells, requiring only verbal components:
At will: Detect Evil and Good, and Levitate
1/day: Mordenkainen’s Sword.
3/day: Dimension Door, Dispel Magic, and Disintegrate
Magic Resistance. The Zodiarch has advantage on saving throws against spells and other magical effects.
Multiattack. The Zodiarch makes two melee attacks.
Staff. The Zodiarch slams its staff on a Target, The target makes a DC 17 strength saving throw or take 20 (2d10 +10) Force damage and be knocked prone. Or take half as much on a success.
Healing Touch (3/Day). The Zodiarch touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Description
Zodiarchs are pure neutral celestial Beings whom wander and Observe. Most Zodiarchs can be found in groups of twelve, working like a council when deciding whether or not to interfere with mortals’ affairs.
singular Zodiarchs are hard to come by, but those whom are, are typically cold and calculative. And show small signs of insanity without the rest of their council.
Zodiarchs do not require Sleep, Food, or Water. And Councils are typically born from the spirits of benign or intelligent leaders with no memories of their past beside personalities.
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