Large Celestial, Lawful Good
Armor Class 18 Natural Armor
Hit Points 238 (19d10 + 133)
Speed 70 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +13, DEX +10, CON +12, WIS +9, CHA +10
Skills Perception +9, Stealth +7, Survival +8
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 60 ft, Passive Perception 16
Languages Celestial , Knows languages that the rider knows.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

 

Spellcasting Ability: Wisdom (Spell Save DC 18, +9 to hit with spell attacks)

At-will Spells:

  • Light: (Self-only; radiant light glows from the wolf)
  • Guidance: Grants an ally a bonus d4 to any ability check of their choice (useful for boosting skill checks).
  • Sacred Flame: Targets one enemy within 60 feet, dealing radiant damage (1d8 damage, increasing with level).

3/Day Spells:

  • Bane: Forces up to three enemies to make a saving throw; if they fail, they suffer a d4 penalty to attack rolls and saving throws for the duration.
  • Bless: (Can bless itself and up to three allies, granting bonuses to attack rolls and saving throws)
  • Calm Emotions: Suppresses strong emotions in a 20-foot radius, potentially ending charm or fear effects on allies.
  • Warding Bond: Creates a mystical connection between the wolf and an ally, granting the ally +1 to AC and saving throws, and resistance to all damage. The wolf takes the same amount of damage that the ally takes.

1/Day Spells:

  • Guardian of Faith: Summons a large spectral guardian in a location, which deals 20 radiant damage to any hostile creature that comes near.
  • Holy Aura: Grants a 30-foot radius aura to allies, giving them advantage on all saving throws, and imposing disadvantage on attacks against them.
  • Circle of Power: Allies within 30 feet of the wolf have advantage on saving throws against spells and other magical effects. Any creature that succeeds on a save takes no damage, instead of half damage.
  • Mass Cure Wounds

Radiant Howl:

  • The wolf lets out a divine howl, sending a shockwave of radiant energy. All enemies within a 20-foot radius must make a DC 18 Constitution saving throw. On a failed save, the target is blinded until the end of the wolf’s next turn. On a successful save, the target is unaffected. Once per howl, the wolf may choose to knock one target prone as well.
  • Recharge: 5-6.

 

 

Actions

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 6 piercing damage, plus 2d6 radiant damage

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage, plus 1d8 radiant damage.

 

Bonus Actions

Divine Dash:

  • The celestial wolf can take the Dash action as a bonus action, allowing it to quickly reposition on the battlefield or protect an ally in need.

Aura of Defense:

  • As a bonus action, the wolf can temporarily increase the AC bonus provided by its Aura of the Shield from +2 to +3 for 1 minute. This ability recharges after a long rest.
Reactions

Protective Leap (Reaction):

  • When an ally within 30 feet is targeted by an attack, the wolf can use its reaction to move up to 30 feet without provoking opportunity attacks and position itself next to the ally. The wolf can then impose disadvantage on the attack roll made against the ally.
  • Recharge: Short rest.

Celestial Counter (Reaction):

  • Effect: When an enemy within 10 feet of the wolf casts a spell or uses a magical ability, the wolf can use its reaction to force the caster to make a DC 18 Constitution saving throw. On a failed save, the caster takes 4d8 radiant damage, but the spell still resolves. If the caster succeeds, they take half damage and the spell is unaffected.
  • Recharge: Long rest.
Legendary Actions

Legendary Resistance (3/Day):

  • If the wolf fails a saving throw, it can choose to succeed instead. 

Legendary Actions (3/Turn):

  1. Lunar Fang (1 Action):

    • The wolf makes a bite attack infused with celestial energy. If the attack hits, the target takes an additional 2d6 radiant damage, and the wolf regains hit points equal to half the radiant damage dealt (rounded up). This healing can only occur once per round.

Radiant Pounce (1 Action):

  • The wolf leaps up to 40 feet and makes a claw attack. If the attack hits, the target takes 3d10 slashing damage plus 3d6 radiant damage, and must make a DC 18 Strength saving throw or be knocked prone.

Celestial Devastation (3 Actions):

  • The wolf channels pure divine power into a single, devastating strike. The target must make a DC 18 Constitution saving throw. On a failed save, the target takes 10d10 radiant damage. On a successful save, they take half damage. If the target fails the saving throw, they are paralyzed until the end of their next turn, but can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Divine Charge (2 Actions):

  • The wolf charges in a straight line up to 50 feet, smashing through enemies. Each creature in the path must make a DC 17 Dexterity saving throw or take 5d10 radiant damage and be knocked prone. On a successful save, they take half damage and remain standing.

Description

 

Keen Senses:

  • Advantage on Perception checks that rely on hearing and smell (helpful for detecting invisible or hidden enemies).

Celestial Nature:

  • The wolf is a celestial creature, meaning it is immune to certain effects like poison and disease, and has resistance to radiant damage.
  • It does not require food, water, or air, being sustained purely by divine energy.

Language Understanding:

  • The celestial wolf understands Celestial, Common, and any languages its rider speaks. While it cannot speak itself, it can communicate telepathically with its rider and other celestial beings within 60 feet.

Bond with Rider:

  • The wolf shares an empathic bond with its rider. The rider and the wolf can communicate emotions, simple ideas, and intentions telepathically within a range of 100 feet.
  • The wolf can teleport to its rider’s side once per day if they are separated by up to 1 mile, as long as they are on the same plane of existence.

Mounting and Dismounting:

  • The wolf allows its rider to mount or dismount as a bonus action, reflecting their deep connection and trust.
  • If the wolf is within 5 feet of its rider, the rider gains advantage on Dexterity saving throws to avoid being dismounted or knocked prone.

Divine Tracking:

  • The wolf can track creatures across planar boundaries once per day. It can follow a target’s celestial, fiendish, or undead essence across dimensions, allowing it to track those creatures through magical means such as teleportation or planar travel (as long as the creature is not hidden by magic like Nondetection).

 

Previous Versions

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9/28/2024 6:43:48 AM
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Monster Tags: beast companion

TheTrueJiggler

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