Medium Celestial
Armor Class 17 Half Plate
Hit Points 325 (20d12 + 185)
Speed 40 ft., Swim 40 ft., Fly 40 ft.
STR
24 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +13, DEX +8, CON +13, WIS +6
Skills Athletics +19, Perception +6, Stealth +8
Damage Resistances All
Condition Immunities Charmed, Frightened, Incapacitated, Stunned
Senses Darkvision 60 ft., Passive Perception 16
Languages Telepathy 200 ft. You don’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Mizzium Plates. Any critical hit against Aodhan becomes a normal hit. When he is subjected to a magical effect that allows him to make a Strength or Constitution saving throw to take only half damage, he instead take no damage if he succeeds on the saving throw.

Corrupted Growth. Aodhan causes nearby plants to grow and become corrupted, crawling onto whatever they can around him. 10ft around him is magical difficult terrain centered on him. Any creature that starts its turn in this terrain sees its movement speed halved and all forced movement effects are reduced by 10ft as the plants cling onto your legs.

Feral Instinct. Aodhan has advantage on initiative rolls and cannot be surprised.

Danger Sense. You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Brutal Critical. Aodhan rolls three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Indomitable Might. If Aodhan's total for a Strength check is less than his Strength score, he uses that score in place of the total.

Actions

Multiattack. Aodhan makes two sword attacks.

Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Sightkeeper. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 17 (2d6 + 9) magical slashing damage. On a hit, the target must succeed a DC15 Wisdom saving throw or be compelled to attack the holder of the blade until the end of their next turn.

Bonus Actions

Instinctive Pounce. As part of the bonus action you can move up to half your speed.

Great Weapon Master Attack. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
5/14/2024 9:32:53 PM
4
1
.01
Coming Soon
Aidan_Rayth

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