Medium Celestial, Neutral
Armor Class 19 (natural armor)
Hit Points 140 (20d8 + 40)
Speed 40 ft., Fly 90 ft., Climb 40 ft., Swim 40 ft.
STR
15 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +9, INT +6, WIS +9, CHA +7
Skills Acrobatics +13, Animal Handling +9, Athletics +6, History +8, Insight +9, Medicine +9, Nature +10, Perception +13, Stealth +13, Survival +13
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Winter Weapons. The Champion's weapon attacks are magical. When the Champion hits with any weapon, the weapon deals an extra 4d8 cold damage (included in the attack).

Eternal Champion. When the Champion is reduced to 0 hit points or dies, his body is destroyed but his spirit returns to Auril's side, and he gains a new body after 1d4 days.

Innate Spellcasting. The Champion's spellcasting ability is Charisma (spell save DC 15). The Champion can innately cast the following spells, requiring only verbal components:

At will: detect poison and disease

1/day each: blight, cone of cold

Magic Resistance. The Champion has advantage on saving throws against spells and other magical effects.

Unerring Sight. The Champion's ranged weapon attacks ignore half-cover and three quarter covers and have no range penalty.

Winter Smite (1/turn). The Champion deals an extra 24 (7d6) cold or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. The Champion makes two melee attacks.

Winter Tomahawk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) slashing damage plus 18 (4d8) cold damage.

Cold Touch (2/Day). The Champion touches another creature. The target magically heals or loses 20 (4d8 + 2) hit points and receives or cure either the Blindness, or Deafness condition. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw.

Bonus Actions

Cunning Action. The Champion takes the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. The Champion halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Skirmisher. The Champion can move up to half his speed as a reaction when an enemy ends its turn within 5 feet of him. This movement doesn’t provoke opportunity attacks.

Description

Abandoning his tribe in favor of the wilderness and his own pride, the Champion has embraced the cold darkness of Auril in the darkest hours after years of solitude, becoming her consort and Chosen through many trials in his life and ascension as a celestial being. Though good in his mortal life, his Goddess' will challenged his morality and inner self, finally breaking through her demands within her Divine Realm. He nows act the will of Auril whenever she commands it so.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2024 2:08:29 AM
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Coming Soon
1/15/2024 2:22:05 AM
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Coming Soon

Monster Tags: Angel

Esteriall

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