Angelic Weapons. Talisid's weapon attacks are magical. When Talisid hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Innate Spellcasting. Talisid's spellcasting ability is Wisdom (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: alter self, detect evil and good, detect thoughts, pass without trace, speak with animals
1/day each: hold monster, magic circle, wall of force
Keen Smell. Talisid has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If Talisid fails a saving throw, he can choose to succeed instead.
Magic Resistance. Talisid has advantage on saving throws against spells and other magical effects.
Magic Weapons. Talisid’s weapon attacks are magical.
Pounce. If Talisid moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, Talisid can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, Talisid can long jump up to 25 feet.
Spellcasting. Talisid is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, resistance, shape water
1st level (4 slots): animal friendship, detect magic, entangle, find traps, longstrider
2nd level (3 slots): animal messenger, enhance ability, find traps
3rd level (3 slots): conjure animals, plant growth, speak with plants, wind wall
4th level (3 slots): control water, freedom of movement
5th level (3 slots): awaken, conjure elemental, control winds
6th level (2 slots): find the path, sunbeam, wall of thorns, wind walk
7th level (2 slots): whirlwind
8th level (1 slot): animal shapes, control weather, sunburst
9th level (1 slot): foresight
Multiattack. Talisid makes two claws attacks and one bite attack.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) piercing damage plus 27 (6d8) radiant damage. If the target is Medium or smaller, the target must succeed on a DC 25 Strength saving throw or be grappled. Until this grapple ends, the target is restrained, and Talisid can’t bite another target.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage plus 27 (6d8) radiant damage.
Healing Touch (5/day). Talisid touches another creature. The target magically regains 41 (8d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Roar (Recharge 6). Talisid emits a roar in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 66 (12d10) thunder damage and is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't deafened or frightened.
Change Shape. Talisid magically polymorphs into a beast or plant with a challenge rating of 26 or less. Talisid can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. Talisid reverts to his true form if he dies or falls unconscious. Talisid can revert to his true form using a bonus action on his turn.
While in a new form, Talisid retains his game statistics and ability to speak, but his AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that he lacks. He can cast his spells with verbal or somatic components in his new form.
The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Talisid 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. Talisid regains spent legendary actions at the start of his turn.
Attack. Talisid makes one weapon attack.
Bolster. Talisid bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Talisid’s next turn.
Cast a Spell (Costs 3 Actions). Talisid casts a spell from his list of prepared spells, using a spell slot as normal.
Description
Guardinals: Talisid and the Five Companions
The guardinals have no record of their origin. They have been the protectors of Elysium for all of the plane’s recorded history. For as long as Elysium has known the guardinals, there have been the Celestial Lion and his Five Companions, exemplars and epitomes of their respective kind. In contrast to the relatively unchanging ranks of the archons, however, members of the Companions come and go, assuming the office when they are fit for it and abdicating when they are no longer fit. Talisid, the current Celestial Lion, has held that position far longer than normal, and few can even remember the name of his predecessor, but the Five Companions have all relatively recently ascended to their positions as representatives of their respective kinds.
Talisid and the Five Companions are rather more like an adventuring party—though an exalted one—than the ruling council of the Celestial Hebdomad or the loosely feudal court of the eladrins. The Celestial Lion and his friends wander the fields of Elysium, solving problems as they arise and smashing evil if it dares rear its ugly head in their domain. They each hear petitions and resolve disputes among guardinals of their kind, lead companies into battle, and solve problems on their own initiative when necessary.
All the actions of Talisid and the Companions are guided by the principles of goodness, in particular the ideal of friendship they embody in their work together. The Five Companions is more than an empty title: the leaders of the guardinals are the closest of companions, bound by a fierce devotion to one another that puts mere family loyalty to shame. They are not without discord, as the interests of the different kinds of guardinals may at times conflict, but they argue and clash as the dearest of friends, holding themselves and each other to the highest standards of love and good.
Talisid
Although proud of his accomplishments and those of his beloved Companions, Talisid does not allow pride or other emotions interfere with his mission to protect and aid the residents of Elysium. His love for the Blessed Fields has grown in the thousands of years he has served as Celestial Lion, and he takes great delight in its many natural wonders.
The wisest and most powerful of leonals, Talisid regular travels the four layers of Elysium but spends most of his time on Amoria, the topmost layer. He often assumes an animal form when traveling alone in the wilderness, taunting unlawful hunters with his trackless step and woodland stride abilities. He maintains no permanent residence, often “shacking up” with friends he has made throughout the Blessed Fields. A king among guardinals, Talisid prefers to think of himself as a humble servant of the people and demands no special treatment or consideration.
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