Angelic Weapons. Sathia's weapon attacks are magical. When Sathia hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Dive Attack. If Sathia is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby. Sathia doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.
Innate Spellcasting. Sathia's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: aid, command, detect magic, dimension door, light, magic missile
1/day each: blur, gust of wind, hold person, lightning bolt, magic circle
Keen Sight. Sathia has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/Day). If Sathia fails a saving throw, she can choose to succeed instead.
Magic Resistance. Sathia has advantage on saving throws against spells and other magical effects.
Magic Weapons. Sathia’s weapon attacks are magical.
Multiattack. Sathia makes two attacks with her talons.
Talons. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 18 (4d8) radiant damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. Sathia has two talons, each of which can grapple only one target.
Frightful Presence. Each creature of Sathia's choice that is within 120 feet of her and aware of her must succeed on a DC 22 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sathia's Frightful Presence for the next 24 hours.
Healing Touch (5/day). Sathia touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Sathia 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. Sathia regains spent legendary actions at the start of her turn.
Detect. Sathia makes a Wisdom (Perception) check.
Talon Attack. Sathia makes one talon attack.
Wing Attack (Costs 2 Actions). Sathia beats her wings. Each creature within 10 feet of her must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Sathia can then fly up to half her flying speed.
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.
Sathia
The voice of the avorals, Sathia is also a patron and muse for gifted painters and sculptors. She possesses a sharp eye for detail and has created a number of masterful paintings and wood sculptures. Most of all, she enjoys time spent with the Companions and soaring in the skies of Elysium.
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