Angelic Weapons. Bharrai's weapon attacks are magical. When Bharrai hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. Bharrai's spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:
At will: aid, daylight, detect evil and good, detect magic, detect thoughts, dimension door, dispel magic, fog cloud, magic circle, magic missile, sleep
3/day each: hold monster, polymorph
1/day each: divine word
Keen Smell. Bharrai has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If Bharrai fails a saving throw, she can choose to succeed instead.
Magic Resistance. Bharrai has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bharrai’s weapon attacks are magical.
Spellcasting. Bharrai is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): chill touch, guidance, light, prestidigitation, ray of frost
1st level (4 slots): charm person, fog cloud, shield
2nd level (3 slots): knock, ray of enfeeblement, suggestion
3rd level (3 slots): clairvoyance, fireball, fly, haste, water breathing
4th level (3 slots): banishment, confusion, fire shield, greater invisibility
5th level (3 slots): cone of cold, geas, legend lore, synaptic static, wall of force
6th level (2 slots): mass suggestion, Otto's irresistible dance, wall of ice
7th level (2 slots): teleport
8th level (1 slot): control weather, dominate monster
Multiattack. Bharrai makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 18 (4d8) radiant damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 18 (4d8) radiant damage. If the target is a creature, it is grappled (escape DC 22) and restrained until the grapple ends. Bharrai has two claws, each of which can grapple only one target.
Healing Touch (5/day). Bharrai touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Uncanny Dodge. Bharrai halves the damage that she takes from an attack that hits her. Bharrai must be able to see the attacker.
Bharrai 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. Bharrai regains spent legendary actions at the start of her turn.
Attack. Bharrai makes one attack with her claws.
Cast Spell (Costs 2 Actions). Bharrai casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.
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.
Bharrai
Bharrai is the matriarch of the ursinals. Some ursinals refer to her as “Mother Bear,” for she treats others of her kind like cherished children, taking great interest in their endeavors and exploits and fearing for them when they leave Elysium to study magic and fight evil abroad.
When not accompanying Talisid and the other Companions on some important escapade, Bharrai resides in a great lodge overlooking a small lake, all nestled between four mountains on Eronia (the second layer of Elysium). The region enjoys hot summers and harsh winters. During the summer, Bharrai teaches her fellow ursinals about the importance of living in harmony with nature. In the winter, she turns the lodge into a college of wizardry an isolated retreat where ursinals and visiting wizards can study and learn magic under her supervision.
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