Sky Deity. All flying animals are automatically charmed by Charnia upon entering battle. If summoned by the player, the animal must roll a WIS save of at least 23 or be charmed. Animals that would normally be immune to being charmed instead get advantage on this roll.
Storm of Pain. After rolling initiative, all creatures fighting Charnia and in contact with the sky take 5d12 Lightning Damage.
Spellcasting. Charnia is a 20th level caster at least, and uses the following spells.
Cantrips: (At Will): Gust, Shocking Grasp, Thunder Clap, Light, Dancing Lights, True Strike
1st level (5 slots): Arcane Weapon, Fog Cloud, Mage Armor, Magic missile, Thunderwave
2nd Level (4 slots): Alter Self, Gust of Wind, Misty Step, Shatter
3rd level (3 slots): Call Lightning, Lightning Bolt, Wind Wall
4th level (3 slots): Polymorph, Arcane Eye, Resilient Sphere
5th level (2 slots): Maelstrom, wall of force
6th level (2 slots): Chain Lightning, Investiture of Wind
7th level (1 slot): Whirlwind
8th level (1 slot): Control Weather
9th level (1 slot): True Polymorph
Fan of Winds. A bladed hand fan that can deal 3d12 slash damage, or cast a small tornado that deals 3d12 bludgeoning damage.
Breath of Storms. A 20 foot by 60 foot line of windy breath that causes a CON save of 23 and deals 7d12 Lightning damage on those who fail as well as knocking them prone. Those that succeed take half damage. Can be used only twice per short rest.
Thunder Belch. A monstrous belch that affect everything in a 50 ft sphere around Charnia, resulting in a CON save of 23. Those that fail take 6d12 Thunder damage.
Legendary Storm. After any normal action, Charnia may select a target and blast them with lightning dealing 5d12 lightning damage and 3d12 thunder damage.
Storm Charge. After using its action for the turn, Charnia may gather electricity within itself which allows it to add 3d12 lightning damage to its next attack or spell.
Description
Charnia's true form looks like a 30-foot long white sea angel topped with a human head and face, and flanked by two sets of three gigantic 60-foot fronds that grow in a fractal pattern with each branch containing smaller versions of itself down to microscopic level. These fronds and Charnia's own near-weightlessness allow it to glide and soar on air currents that in can control on a whim. Charnia is very seldom actually seen since storm clouds follow it wherever it goes and it tends to fly above the clouds.
Charnia is a kind and good soul, but is far too free spirited to rule a kingdom, so it leaves its followers to roam the Air-lands and the greater world with only one established city to its name: Torno. The Air Tribe are nomadic and free just like their god and spread joy wherever they find themselves. The Air tribe, while not organized, is one of the happiest groups of peoplr in the known world of Gondwaleh.
Like the other gods, Charnia can never be fully killed, reincarnating shortly after its mortal body die, though there may exist ways of delaying its return.
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