Blinding Lights. The Celestial guard can let out bright beams of light blinding you but not damaging you every short rest.
Smash. The celestial guard is a fairly large creature. It uses that to its advantage to smash anything smaller than it with its massive fists. +6 to hit, reach 15 ft., 1 target. Hit: 10 (2d8 + 4) [bludgeoning] damage.
Throw. The celestial guard picks up a creature smaller than it within 20 ft. if the creature fails a dex save of 14 the guard tosses them 25 ft. in any direction of it. the creature is paralized for a turn and takes (2d10) bludgeoning dmg, the gaurd then has the ability to disingage from combat.
Celestial breath. The Gaurd Opens it jaws and lets out a burst of celestial energy. if the creature fails a Con. save of 16 than they take (2D6) raidient Dmg. The Celestial Guard can do this once every long rest.
Cower and trip are bonus actions sorry I don't know how this works It's first time making a creature on DnD beyond.
Cower. If the Guard is below half heath it gains the option to roll up into a ball, effectivly covering it on all side with plate armor. This action adds +5 to Its AC And makes it Immune to all non-magic ranged attacks.
Trip. If the creature fails a Dex. Saving throw than the guard can trip it (range = 15 ft.) And make it use it next to get up. (This attack is an oppurtunity attack only and will only work of a creature gets within 15 ft. of them during their turn.)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
These Machines used to be seen guarding the entrances to heaven (or hell) But over time they became more and more unneeded, With the celestials becoming more independent and innovative.
Eventually, the Celestial guards were thrown away like garbage.
They can now be seen roaming around aimlessly, looking for a purpose. With enough persuasion, however, (or promises for a better life) Some villages and cities have been able to get the Guards to protect them.
If an adventurer is to find one roaming around, they should try to get them on their side, as they can be useful companions.
They will not attack unless attacked or threatened. If you have befriended them they will aid you in battle.
These guards particularly dislike the celestials (good or evil) And will attack them on sight because of the way they were mistreated by the Celestials.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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