Large Celestial, Neutral Good
Armor Class 20 (Natural Armor)
Hit Points 275 (22d10 + 154)
Speed 60 ft.
STR
25 (+7)
DEX
26 (+8)
CON
24 (+7)
INT
23 (+6)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws STR +13, DEX +14, CON +13, WIS +11
Skills Perception +11, Stealth +14, Survival +11
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages All
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. Kharash's weapon attacks are magical. When Kharash hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Assassinate. During its first turn, Kharash has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kharash scores against a surprised creature is a critical hit.

Fear Aura. Any creature hostile to Kharash that starts its turn within 20 feet of him must make a DC 18 Wisdom saving throw, unless Kharash is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Kharash’s Fear Aura for the next 24 hours.

Innate Spellcasting. Kharash's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: blink, blur, darkness, disguise self, etherealness, magic missile

3/day each: cone of cold, fly, find the path

Keen Hearing and Smell. Kharash has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If Kharash fails a saving throw, he can choose to succeed instead.

Magic Resistance. Kharash has advantage on saving throws against spells and other magical effects.

Magic Weapons. Kharash’s weapon attacks are magical.

Pack Tactics. Kharash has advantage on attack rolls against a creature if at least one of Kharash's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sneak Attack (1/Turn). Kharash deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kharash that isn’t incapacitated and Kharash doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Kharash makes two attacks: one with his bite and one with his claws.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 9 (2d8) radiant damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 9 (2d8) radiant damage.

Healing Touch (5/day). Kharash touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Uncanny Dodge. Kharash halves the damage that he takes from an attack that hits him. Kharash must be able to see the attacker.

Legendary Actions

Kharash 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. Kharash regains spent legendary actions at the start of his turn.

Attack. Kharash makes one attack with his claws.

Quick Step. Kharash moves up to his speed without provoking opportunity attacks.

Etherealness. Kharash casts etherealness.

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.

Kharash

The paragon of lupinals, Duke Kharash is the closest Companion to Talisid, sharing the Celestial Lion’s passion for the hunt as well as his love for the untamed wilderness. The two are nigh inseparable except when Talisid chooses to enter a populated area, at which time Kharash usually opts to remain in the wild. Although sly of tongue and not exactly shy, Kharash doesn’t care much for large groups or accolades. He adores children but is inexplicably awkward around them. His ability to remain out of sight coupled with his willingness to let Talisid speak on his behalf in public has earned Kharash the moniker "Talisid’s Shadow", and the lupinal duke doesn’t seem to mind.

An undisputed master of the hunt, Kharash trusts his senses and intuition. He doesn’t fall easily into traps, and he studies his enemies carefully before moving in for the kill. He maintains no permanent residence. When traveling apart from Talisid and the Companions, Kharash is usually joined by a pack of his trusted lupinals.

Monster Tags: NPC

Gnomarchy

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