Medium Or Small Celestial, Any Lawful Alignment
Armor Class 10
Hit Points 9 (1d6 + 9)
Speed
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws CON +5
Condition Immunities Exhaustion, Poisoned
Senses Darkvision When other celestials are within a mile radius, Ceril (if summoned) will alert you. , Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Grapple. Your eidolon has advantage on grapple checks. 

Celestial Glow. When summoned, Ceril gives off dim light with a radius of 10 feet. 

Actions

Swipe. Melee Attack: +# to hit, reach 10 ft., 1 target. Hit: # (1d6 + #) [radiant] damage. 

Heal. Your eidolon surges with celestial energy and heals you. (1d4 + 2) OR remove poison affect. 

 

Reactions

Opportunity Attack:

Sentinel: 

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Starting at 1st level, you are linked to a powerful outsider called an eidolon. You can summon it through a ritual that takes 1 minute to perform, or as an action using a 1st-level spell slot or higher to summon it instantly. You can communicate with it telepathically (without using any action), as long as it is currently summoned. Your eidolon acts on its own initiative but must obey any verbal or telepathic commands that you issue to it. Any spell effects that can be affected by self-harming actions will also be affected when the eidolon harms its summoner. It cannot wear armor or wield  weapons.

Your eidolon falls unconscious when its hit points fall under 0. If your eidolon would be killed, it instead returns to its original plane and cannot be summoned again until you have completed a long rest. If your eidolon returns to its original plane by a spell or in any other way (unless it was killed), you can't summon it for the next minute and the next time you summon it, it has the same amount of hit points it had last time. You can also manually send it back to its original plane as an action.

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.

Maximus_Shart

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