Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 2d8 psychic damage & an extra 2d8 psychic damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, minor illusion, Silent image
1/day each: commune, raise dead, mirror image, invisibility
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) bludgeoning damage plus 9 (2d8) radiant damage plus 9 (2d8) psychic damage
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Corrupted Perigee can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Perigee regains spent legendary actions at the start of his turn.
Attack: Perigee makes one Mace attack
Fly: Perigee make take flight and move up to her flying speed.
Heal (Costs 2 Actions): Perigee can use her Healing Touch ability on herself
Casting a Spell (Costs 2 Actions): Perigee can cast any of her available spells
Lair and Lair Actions
Lair Actions
The gentle waterfalls of the chamber are Perigee's to command. Paragon of the Moonweaver, this Deva has control over the illusory waters and tides of this room. On initiative count 1, Perigee can command the waterfalls to take action against the enemies of the Apotheon.
Water falling on everyone: Perigee uses the Moonweavers pull on the tides to unleash all tranquil waterfalls in the room. In a 60 ft cone, a blast of water will hit the party. Make a Strength saving throw DC 15. On a failure take (4d6 + 3) bludgeoning damage and be knocked prone. After unleashing the tides, the entire lair is covered in 1 foot of standing water making it difficult terrain until concentrated in a consuming tides lair action. Perigee must wait a full round before unleashing the tides again.
Consuming Tide: Perigee leverages the standing water in the chamber after unleashing the tides to target one creature. As the water from the chamber begins to entomb a creature, they must make a DC 15 Dexterity saving throw or suffer (3d8 + 4) physic damage and are restrained. Perigee may attempt to restrain up to two creatures before the water retreat back to their tranquil waterfall state. A character's ability to breath and/or swim speed has no effect in this situation as these are illusionary waters. If a character tries to disbelieve the illusion, they must make a DC 18 Intelligence saving throw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/5/2024 8:15:27 PM
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14
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3
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Coming Soon
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