Large Celestial
Armor Class 15
Hit Points 75 (15d8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
24 (+7)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws INT +8, WIS +8, CHA +7
Damage Immunities Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 20
Languages All
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Anchored to Oblivion. The Anchored Divinity is tied to the Oblivion Anchor and cannot move more than 60 feet away from it. They all share initiative, but no more than 3 can act in a given turn unless empowered by the Oblivion Anchor. When one Anchored Divinity is killed, the Oblivion Anchor takes 30 points of damage and reduces its save DC by 1.

Actions

Channel Alignment . The Anchored Divinity targets 1 character within 60 feet of them to make a saving throw (DC 19).

  • Van Richten (Vengeance)- A creature makes a Wisdom saving throw or become marked until they take damage. Next time they take damage from an attack or spell, they gain vulnerability to the triggering damage.
  • Veltrastia (Anguish)- A creature makes an Intelligence saving throw or have disadvantage on saving throws until the start of the Anchored Divinity's next turn. If they deal damage to a creature while under this effect, they suffer 2d8 psychic damage.   
  • Last Breath (Endings)- A creature makes a Constitution saving throw or gain one level of exhaustion and become slowed until the end of their next turn. 
  • The Abbot (Fear)-A creature makes a Strength saving throw or become grappled by fiendish hydra heads. While grappled like this, The Abbot can use a bonus action to move the creature up to 30 feet in any direction. At the start of the grappled creatures turn, they take 3d6 piercing damage. A grappled creature can use their action at the start of their turn to attempt to break the grapple. 
  • Nethraviel (Darkness)- Each creature in a 30 foot cone must make a Dexterity saving throw or take 8d6 acid damage and become blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. 
  • Ginafae (Spite)-Creature makes a Charisma saving throw or use their reaction to move up to their speed make a single attack against a creature she chooses within range. If there are no creatures within range or if they have already used their reaction, they take 4d10 psychic damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2022 7:57:19 PM
11
1
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Coming Soon
Aromand

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