Large Celestial, Lawful Good
Armor Class 18 Natural
Hit Points 350 (10d12)
Speed 30 ft., Walk 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
22 (+6)
CHA
24 (+7)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120ft, Passive Perception 22
Languages --
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Luminance Charges (Phase 2)

  Accumulation: Baldur gains 1 Luminance Charge for each attack dodged, deflected, or when he nullifies a spell or ability. 

Usage: Charges are used to enhance active specific abilities with a maximum of 10 charges.

Luminance Charge Abilities:

  1. Radiant Burst: Uses 3+ charges for a burst of radiant light, increasing in radius and damage with more charges. (3 charges = 15ft radius, 4d8 radiant damage; each aditional charge adds 5 feet and 2d8 damage)
  2. Shield of Purity: Uses 2+ charges to absorb incoming damage. (2 charges absorb up to 20 damage; each additional charge adds 10 more absorption and 1 extra round duration.)
  3. Luminous Transformation: Uses 5 charges to enhance capabilities for 3 rounds, doubling movement speed and resistance to all damage.
  4. Divine Retribution: Variable Charges for a retaliatory strike. *1 charge = 3d10 radiant damage; 5 charges = 8d10 radiant damage to all enemies within 20ft.)
  5. Beacon of Hope: Uses 4 charges to double healing received by allies within a 50ft radius and grant resistance to non-magical damage for 3 rounds.
  6. Light’s Judgement: Uses 6 charges to call down a radiant pillar dealing 10d10 radiant damage and dispelling all magical effects in a 30ft radius.
Actions

 Phase 1 Abilities:

1. Blinding Light: Blinds all enemies within 30 feet. Constitution save DC 18 to avoid. Cooldown 2 rounds.

2. Aura of Serenity: Enemies within 20 feet must make a Wisdom save DC 24 or lose the ability to attack. Always active.

3. Euphoric Presence: Incapacitates one target with visions of joy. Charisma save DC 18 to resist. Cooldown 3 rounds.

4. Summon Spirits of Light: Summons 2-4 spirits to heal allies or dazzle enemies. Lasts 3 rounds. Cooldown 4 rounds.

5. Protective Glare: Imposes disadvantage on one attack roll against him or an ally within sight. Once per round.

Phase 2 Transition:

- Resurgence of Light: When reduced to 10% HP, absorbs light to fully heal and enhances his divine powers.

 

Phase 2 Enhanced Abilities:

1. Blinding Radiance: Now affects within 50 feet and deals 2d8 radiant damage. Constitution save DC 20.

2. Divine Serenity: Now also halves enemy movement speed within 30 feet.

3. Celestial Joy: Can now target two enemies. Reduced cooldown to 2 rounds.

4. Summon Greater Spirits of Light: Spirits can now attack, dealing 1d8+4 radiant damage.

5. Guardian’s Gaze: Can now trigger twice per round.

 

Divine Retaliation (New Passive in Phase 2):

- Effect: Emits 1d8 radiant damage to all enemies within 20 feet whenever a Luminance Charge ability is used.

 

Reactions

Reactions:

Protective Glare / Guardian’s Gaze

Shield of Purity 

 

dbejikiandavid

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