Celestial Entity: The creature possesses an otherworldly presence, radiating an aura of divine energy. It is connected to the celestial planes, granting it enhanced abilities and resistance to certain types of damage.
Synchronized Piloting: The creature can only be piloted by a chosen individual who possesses a strong spiritual connection with it. The pilot and the creature share a mental link, allowing them to communicate telepathically and synchronize their actions during combat.
Aegis Armor: The creature is equipped with powerful, advanced armor that provides exceptional protection. The Aegis Armor grants the creature resistance to physical and magical damage, making it incredibly resilient in battle.
Mech Storage and Deployment: The creature has a specially designed chest compartment capable of storing a smaller, secondary mech. This secondary mech, known as an "Armament Module," can be equipped with another pilot who controls a powerful weapon system.
Final Resonance: As a last resort, the creature can achieve a state of Final Resonance, tapping into its true potential. In this state, the creature's power is greatly amplified, and it gains access to devastating attacks capable of obliterating enemies. However, using Final Resonance comes at a great cost, as it puts immense strain on the pilot and the creature's soulbound reactor, potentially causing permanent damage.
Spellcasting. During Final Resonance, the Celestial gains the ability to channel its celestial energy into spellcasting. It becomes a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Celestial has the following spells prepared:
Cantrips (at will): Sacred Flame, Blade Ward
1st level (4 slots): Shield, Mage Armor
2nd level (3 slots): Aid, Mirror Image
3rd level (3 slots): Beacon of Hope, Protection from Energy
4th level (3 slots): Stoneskin, Death Ward
5th level (2 slots): Circle of Power, Holy Weapon
Celestial Strikes. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 2) slashing/radiant damage.
Energy Beam. Ranged Spell Attack: +2 to hit, range 20 ft., one target. Hit: 16 (2d6 + 4) radiant damage.
Mech Assault. The Celestial utilizes the Mech Storage and Deployment ability, deploying the Armament Module with a skilled pilot. While the Armament Module is active, any weapon attacks the pilot makes using the deployed mech gain an additional d4 damage modifier. The Armament Module's weapons are treated as separate from the [monster name]'s own attacks, allowing for increased versatility and firepower on the battlefield. The additional d4 damage modifier represents the synergistic power between the deployed mech's advanced weapon systems and the pilot's precision and skill.
Aegis Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target—Hit 13 (1d8 + 2) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.
Final Resonance (1/Day). The [monster name] reaches its ultimate power state, activating its Final Resonance ability. During Final Resonance, the [monster name] gains additional bonuses to its attacks and defenses. It can make three Celestial Strikes instead of two, and its damage rolls for Celestial Strikes are maximized. The [monster name] also gains resistance to all damage types and advantage on saving throws. The Final Resonance state lasts for 1 minute, after which the [monster name] is exhausted and unable to use this ability again until it finishes a long rest.
Cantrips (at will):
Sacred Flame: Ranged Spell Attack: +1 to hit, range X ft., one target. Hit: 14 (1d8 + 2) radiant damage.
Blade Ward: Self. Gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of your next turn.
1st level (2 slots):
Shield: Self. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Mage Armor: Self. Your AC becomes 3+ Dexterity modifier while you aren't wearing armor or using a shield.
2nd level (3 slots):
Aid: Choose up to 2 creatures within range. Each target's hit point maximum and current hit points increase by 20 for the duration.
Mirror Image: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, making it difficult for enemies to target you. Roll a d20 to determine if an attack targets you or a duplicate.
3rd level (4 slots):
Beacon of Hope: This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing.
Protection from Energy: Choose a willing creature you can see within range. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
4th level (3 slots):
Stoneskin: Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
Death Ward: The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
5th level (2 slots):
Circle of Power: Choose a point within range. Until the spell ends, the energy within the area becomes charged. The circle becomes a sphere that spreads out from that point, and the sphere is centered on that point. Each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Holy Weapon: You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, the weapon deals an extra Xd8 radiant damage on a hit.
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Rocket Boost:
- The Celestial activates its rocket thrusters and gains a bonus to its movement speed equal to its current speed until the end of its turn.
- Mech Delivery:
- The Celestial can accept another mech with a polite controlling it into its chest piece, and if there's already a mech being piloted from inside the chest piece, the Celestial can use its bonus action to eject the mech.
Evasive Maneuver. When the Celestial is targeted by a melee attack, it can use its reaction to dodge the attack with extraordinary agility. The attacker must make a Dexterity saving throw (DC equal to the Celestial's spell save DC). On a failed save, the attacker's attack misses, and the [monster name] can move up to half its movement speed without provoking opportunity attacks.
Resilient Resistance. When the Celestial is subjected to an effect that allows it to make a saving throw to take half damage, it can use its reaction to resist the effect even further. The Celestial has advantage on the saving throw, and if it succeeds, it takes no damage instead of half.
Legendary Actions:
Celestial Surge: The Celestial Guardian expends 2 legendary actions to cast a 1st or 2nd-level spell it has prepared without expending a spell slot. (Once a day)
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
[Monster Name]: Celestial
Size: Huge
Type: Celestial
Alignment: Lawful Good
Armor Class: 18 (natural armor)
Hit Points: 120 (12d10 + 60)
Speed: 40 ft., fly 60 ft.
Ability Scores:
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)
Saving Throws: Str +7, Con +9, Cha +7
Skills: Perception +6, Religion +4
Damage Resistances: Radiant
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 120 ft., passive Perception 16
Languages: Celestial, Common, Primordial
Challenge: 6 (2,300 XP)
Special Traits:
Mech Storage and Deployment: The Celestial Guardian has a specialized chestpiece that can store a smaller mech. The mech can be equipped with another pilot to control a weapon, gaining an extra d4 damage modifier to attacks made with it.
Final Resonance: The Celestial Guardian has spellcasting abilities. It is a 6th-level spellcaster with a spellcasting ability score of Charisma. Its spell save DC is 15 and it has a +7 bonus to hit with spell attacks.
Actions:
Celestial Strikes:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 4) slashing/radiant damage.
Energy Beam:
Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 21 (3d6 + 4) radiant damage.
Reactions:
Deflective Barrier:
Trigger: The Celestial Guardian is hit by a ranged weapon attack.
Effect: The Celestial Guardian gains a +4 bonus to its AC against the triggering attack. If the attack misses due to this bonus, the Celestial Guardian can redirect the attack to a different creature of its choice within 30 feet, making a ranged spell attack against the new target using the attacker's attack roll.
Celestial Shield:
Trigger: The Celestial Guardian or a creature within 10 feet of it is targeted by a spell that requires a Dexterity saving throw.
Effect: The target gains a +4 bonus to the saving throw.
Lair and Lair Actions
Deep beneath the city of Brown Town, shrouded in mystery and ancient lore, lies the secret lair of the Celestial Guardian. This underground fortress, known as the Soul Vault, is a marvel of celestial craftsmanship and divine architecture. Carved from the living rock and infused with celestial energy, the fortress stands as a testament to the celestial beings who created it.
The Soul Vault is a labyrinth complex of grand halls, sprawling chambers, and intricate passageways. Its walls are adorned with murals depicting celestial beings in acts of valor and protection, showcasing the noble purpose of the Celestial Guardian. The fortress resonates with a serene aura, imbued with a sense of peace and divine presence.
At the heart of the Vault lies the Chamber of Dormancy, a specially designed vault where the Celestial Guardian is kept in a dormant state, awaiting the call of its chosen pilot. The chamber is secured by intricate mechanisms and powerful enchantments, ensuring the creature's confinement until the destined hour of activation arrives.
Massive doors, adorned with celestial sigils and inscribed with ancient spells, guard the entrance to the Chamber of Dormancy. They can only be unlocked by the designated custodians who possess the sacred key, a relic of immense power. Within the chamber, the Celestial Guardian stands tall, its majestic form locked in place, a towering sentinel awaiting its awakening.
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