Huge Celestial (Angel), Typically Chaotic Good
AC 12    Initiative +2 (12)
HP 216 (16d12 + 112)
Speed 40 ft., burrow 40 ft. (earth form only), fly 90 ft. (hover, air form only), swim 90 ft. (water form only)
Mod Save
STR 22 +6 +6
DEX 14 +2 +7
CON 24 +7 +12
Mod Save
INT 14 +2 +2
WIS 24 +7 +12
CHA 22 +6 +11
Skills Animal Handling +12, Nature +12, Perception +12
Resistances Acid, Cold, Fire, Lightning, Radiant, Thunder
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 22
Languages Celestial, Primordial, Telepathy 60 ft.
CR 13 (XP 10,000; PB +5)
Traits

Elemental Absorption. Whenever the virtue is subjected to acid, cold, fire, lightning, or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Speak with Beasts and Plants. The virtue can communicate with beasts and plants as if they shared a language. They always take the virtue's requests in the most favorable way possible.

Magic Resistance. The virtue has Advantage on saving throws against spells and other magical effects.

Unusual Nature. The virtue's creature type is considered to be both Celestial and Elemental.

Innate Spellcasting. The virtue’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components, but some of theses spells can only be cast in a specific form : Air, Earth, Fire, Water.

At will : control flames, create or destroy water, cure wounds, detect evil and good, druidcraft, earthbind, gust of wind, invisibility (self only), lesser restoration, mold earth, move earth, shape water, warding wind

4/day : control water, control winds, greater restoration, plant growth, polymorph, wall of stone

1/day each : Control Weather, earthquake, fire storm, tsunami, whirlwind

Actions

Multiattack. The virtue makes four Elemental Burst attacks. It can replace two of them to make a Holy Spear attack instead.

Holy Spear. Melee or Ranged Weapon Attack : +11 to hit, reach 10 ft. or range 60/240 ft., one target. Hit : 16 (3d6 + 6) Piercing damage plus 18 (4d8) Radiant damage.

Elemental Burst. Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 15 (2d10 + 6) Acid, Cold, Fire, Lightning, or Thunder damage.

Terraform Plane. The virtue targets an area in a 30-foot Cone. All of the minerals and vegetals in this area are instantly converted into their equivalent from the celestial realms. Celestials in that area have Advantage on D20 tests.

Bonus Actions

Elemental Form. The virtue assumes dominion over one of the four major elements, it's body becoming one with it.

  • Air Form. The virtue can enter a hostile creature's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. it's movement doesn't doesn't provoke opportunity attacks when it flies out of an enemy's reach. It cannot be knocked Prone, Grappled, or Restrained.

  • Earth Form. The virtue's AC becomes 18, but it becomes Vulnerable to Thunder damage. The virtue can burrow through nonmagical, unworked earth and stone. While doing so, it doesn't disturb the material it moves through, and it's movement doesn't doesn't provoke opportunity attacks when it burrows.

  • Fire Form. The virtue emits bright light in a 15-feet radius, and dim light in an additionnal 15-feet. At the start of each of the virtue’s turns, each creature of it's choice within 15 feet of it takes 6 (1d12) fire damage. A creature that touches the virtue or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage.

  • Water Form. The virtue can freely stand on and move across any liquid surface as if it was solid ground. Additionally, it can decide to be completely invisible while fully submerged in water, and if so, can enter a hostile creature's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Reactions

Elemental Absorption. Trigger : The virtue takes Acid or Cold (Water form), Fire (Fire form), or Lightning or Thunder damage (Air Form). Response : The virtue gives itself Immunity to that instance of damage.

Description

In the celestial hierarchy, virtues are outliers, where others members of the spheres follows a strict hierarchy, virtues are embodiments of the elements and natural world, and as such roam free in the material world or celestial planes for the majority of the time, only responding to the direct orders of dominions, and not always following theses orders to the letter. They appear as giant-sized, vaguely humanoids creatures made of strange cosmic energy. Usually sporting four arms and wielding a large spear, they are also able to shift their form to adopt one, of the four major elements (air, earth, fire, and water), and have large glowing radiant eyes.

The virtues roam the world under the cover of invisibility, tending to it's health and balance or terraforming it for their divine masters, happy to be left alone. In the material realm, they are sometimes worshipped by druidic circles as powerful nature spirits, which they technically are.

CR 13 : OCR 13 - DCR 13

Round 1 : Bonus action air form + Whirlwind/Warding Wind

Round 2 : Bonus action fire form + Fire Storm

Round 3 : Flame Strike, stays in fire form

Tactics :

  • Virtues are reclusive and rarely look for conflict, as such thery can use their elemental forms to burrow, swim, or fly away from a battle they don't want any part in.

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2022 12:26:55 AM
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12/29/2022 7:57:53 PM
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1/21/2023 3:10:28 PM
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2/21/2023 12:10:32 PM
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9/27/2025 8:50:11 PM
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_Lucanoptek_

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