Large Celestial, Any Chaotic Alignment
Armor Class 26
Hit Points 220 (15d12 + 5)
Speed 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +10, DEX +9, CON +10
Skills Athletics +24, Intimidation +23
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Darkvision, Truesight, Passive Perception 15
Languages Celestial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Wheel of Active Adaptation. At the end of each of Celestial Sentinel - Zephyrion turns, The wheel on its head spins, roll a d4 to determine its adaptation for that turn.

  • Roll 2 (Elemental Resistance). Celestial Sentinel - Zephyrion gains resistance to a random damage type, adapting for any possible future phenomena, lasts until the end of its next turn.
  • Roll 3 (Elemental Affinity). Celestial Sentinel - Zephyrion gains a random damage type applicable to any melee attack made before the attack roll. It can switch between previously rolled damage types before making an attack, exuding the chosen element before dealing damage. lasts until the end of its next turn.
  • Roll 4 (Adaptive Tactics). Celestial Sentinel - Zephyrion makes an adaptation dependent on the opponent faced. Within reasonable limitations, Zephyrion adapts to the specific abilities or traits of the enemy, countering any phenomena it faces. Examples include gaining resistance to frequently used damage types or growing wings to keep up with flying enemies. lasts until the end of its next turn. The DM determines what is reasonable.
  • Regeneration. on every turn Zephyrion makes, it can regenerate 28 Hit points utilizing Hellish Healing.
Actions

Multiattack: Celestial Sentinel - Zephyrion can make two attacks per turn when taking the Attack action.

Luminescent Strike: Improvised Weapon Attack. Ranged or Melee Weapon Attack: +8 to hit, reach 10 feet (or 30 feet ranged), one target. Hit: 10 (2d6+3) radiant or necrotic damage.

Sword of Extermination: Melee Weapon Attack. +8 to hit, reach 15 feet, one target. Hit: 12 (4d8 + 3) radiant or necrotic damage.

Reactions

Wheel of Reactive Adaptation. After taking any damage, as a reaction, Celestial Sentinel - Zephyrion gains the option to gain resistance to the damage taken until the end of its next turn.

Description

The Celestial Sentinel - Zephyrion, a formidable creature of towering stature, brandishes a mighty blade seamlessly integrated into its colossal arm. Those daring enough to attempt its summoning must test their fate with a roll of a d20. Achieving a result of 14 or higher signifies successful taming, allowing the summoner to harness its power for combat or perhaps unraveling other mysteries.

However, with a roll lower than 14, the Celestial Sentinel remains untamed, unleashing its unrestrained might upon random parties. This unpredictable outcome adds an element of risk, making the process of summoning Zephyrion a perilous gamble for those seeking its formidable alliance.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2023 10:21:38 PM
13
0
--
Coming Soon
11/16/2023 10:21:48 PM
5
0
--
Coming Soon
11/16/2023 10:21:54 PM
3
0
--
Coming Soon
11/16/2023 10:21:59 PM
1
0
--
Coming Soon
Q_wart

Comments

Posts Quoted:
Reply
Clear All Quotes