Large Celestial, Chaotic Good
Armor Class 15 (The souls of orphans)
Hit Points 67 (9d10 + 18)
Speed 50 ft., Swim 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
20 (+5)
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Primordial, Sylvan, Telepathy 60 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If Carl moves at least 20 feet straight toward a target and then hits it with a hoof attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. Carl’s innate spellcasting ability is Charisma (spell save DC 18). Carl can innately cast the following spells, requiring no components:

At will: misty step, fire bolt, pass without trace

1/day each: longstrider, fireball, entangle

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

Magic Weapons. Carl’s weapon attacks are magical.

Actions

Multiattack. Carl makes two attacks: one with his hooves and one with his Breath of Orphans.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Breath of Orphans (Recharge 5-6). Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Target must succeed on a Dexterity saving throw or take 16 (6d4 + 4) force damage.

Healing Touch (3/Day). Carl touches another creature with his jiggly bits. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). Carl magically teleports himself and up to three willing creatures he can see within 5 feet of himself, along with any equipment they are wearing or carrying, to a location that Carl is familiar with, up to 1 mile away.

Legendary Actions

Carl can take 3 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. Carl regains spent legendary actions at the start of his turn.

Hooves. Carl makes one attack with his hooves.

Shimmering Shield (Costs 2 Actions). Carl creates a shimmering, magical field around himself or another creature he can see within 60 feet of him. The target gains a +2 bonus to AC until the end of Carl’s next turn.

Heal Self (Costs 3 Actions). Carl magically regains 11 (2d8 + 2) hit points.

Lair and Lair Actions

 

 

Habitat: Forest

BeholderBlinder36659

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