Medium Celestial, Typically Neutral
Armor Class 17 (natural armor)
Hit Points 162 (20d8 + 72)
Speed 40 ft.
STR
16 (+3)
DEX
21 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +9, INT +7
Skills Acrobatics +9, Arcana +7, Perception +6
Damage Resistances Piercing, Psychic, Slashing, Bludgeoning from nonmagical attacks
Damage Immunities Radiant
Senses Truesight 120 ft., Passive Perception 16
Languages Telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Refraction. Whenever the vitrumach is subject to a attack that deals radiant damage, the vitrumach instead deals damage equal to the damage that would have been taken to any creature within a 15 foot radius.

Swarm of Glass. The vitrumach can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points. Whenever a creature enters an area within 5 feet of the vitrumach or ends their turn there takes 7 (2d6) slashing damage.

Spellcasting. The vitrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7):
At will: daylight, moonbeam
1/day each: dawn, mirror image, wall of light

Actions

Multiattack. The vitrumach makes four glass shard attacks.

Glass Shards. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) psychic damage. 

Bonus Actions

Dazzling Light (Recharge 5–6). Magical, colored light springs from the vitrumach in a 15-foot cone. Each creature in the cone must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2024 2:46:52 PM
7
1
1
Coming Soon
EvoDZ

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