Large Celestial (Cattle), Neutral Good
Armor Class 20 Natural Armor
Hit Points 700 (70d10 + 70)
Speed 30 ft., Fly 20 ft.
STR
19 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
9 (-1)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws STR +9, CON +10, WIS +8
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Truesight, Passive Perception 18
Languages Celestial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Divine Milk (Healing Aura)

  • The celestial cow can produce healing milk, which can be consumed or used in rituals. Drinking from the cow’s udder heals the drinker for a certain amount of hit points (e.g., 2d6 HP) or grants temporary hit points (though only for certain amount of times before recharging d7).
  • Alternatively, the milk could cure diseases or neutralize poisons when ingested.

Heavenly Breath

  • The celestial cow can exhale a soothing breath in the form of a gentle wind or holy mist, granting effects like:
    • Healing aura: Allies in the area of effect are healed over time (e.g., 1d6 per turn for 1 minute).
    • Calming aura: Enemies within a certain area must succeed on a Wisdom saving throw or become charmed or frightened, depending on the narrative intent.

Wings of the Divine Herd

  • For dramatic or thematic flair, the celestial cow could have ethereal wings made of light or shimmering stardust, enabling it to glide or fly short distances. This could be an ability for both combat or travel purposes, allowing the cow to provide aerial support or reach high areas.
Actions

Multiattack. Bessy can make two attacks per turn

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 39 (5d8+ #) [bludgeoning] damage. 

Milk Spray. RangedWeapon Attack: +9 to hit, range 120 ft., one target. If used on an ally, the ally will receive 2d6 HP. On something necrotic or evil or against Bessy, the target takes Hit: 27 (4d4 + #) [acid] damage.

Legendary Actions

The Bell of Bessy. (Costs 3 Actions). Once per long rest, Bessy's bell rings and forces anyone in a 300 ft. radius to make a Strength Saving throw DC 20 or take 50 force damage, pushed back 30 ft. and be knocked prone. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bessy is just a cow with divine powers man.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SilverwolftheWizard