Medium Celestial, Any Neutral Alignment
Armor Class 15
Hit Points 50 (4d12)
Speed 35 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
13 (+1)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +7, DEX +6, CON +6
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Senses Passive Perception 14
Languages Celestial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits


Cantrips: Fire Bolt(2d10 fire damage), Ray of Frost(2d8 cold damage)

+3 to hit

1st Level Spells: Shield.

Actions

 

Action Melee Attack. Star Lance: +3 to hit, reach 5 ft., 1 target. Hit: (2d8) Piercing damage.

Reactions

 

Reactions: Shield(+5 to AC).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A shining suit of armor with a lance that seems to have a mind of its own. They sit inanimate in groups of around 5 to 8. They only start moving when someone attempts to open the next door in the dungeon.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Just_A_Person11

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