Divine Awareness: The andromeda knows if it hears a lie.
Regeneration: The andromeda regains 15 hit points at the start of its turn if it has at least 1 hit point.
Aura of good energy: At the start of the andromedas turn, it can choose as many creatures it wants other than itself, who regains a total of 30 hit points. It can for example make one creature regain 30 hit points, or one creature regain 12 hit points and another creature regain 18 hit points. In addition, any creature friendly to the Andromeda who casts a spell that make another creature friendly to it regain hit points, it regains double as many hit points as normal, and creatures has advantage on Wisdom (medicine) checks against helping creatures that is friendly to the andromeda.
Prismatic body: At the end of the andromedas turn, roll a d6 to determine an effect that lasts until the end of its next turn:
1: The andromeda is immune to fire damage.
2: The andromeda is immune to cold damage.
3: The andromeda is immune to acid damage.
4: The andromeda is immune to lightning damage.
5: The andromeda gets advantage on attack rolls, saving throws, and ability checks.
6: Up to five creatures of the andromedas choice begins to turn into stone and must make a DC 24 Constitution saving throw, being petrified on a failed save, and restrained on a successful one.
Innate spellcasting: The andromedas spellcasting ability is Intelligence (+18 to hit on spell attacks, spell save DC 26), and can innately cast the following spells, without any material components or disadvantages or inconveniences:
At will: minor illusion, dancing lights, burning hands, mending, silent image, thunderwave, invisibility (self only)
9 slots: fear, remove curse, dimension door
7 slots: dream, scrying, arcane gate, circle of death, flesh to stone, eyebite, raise dead
5 slots: etherealness, finger of death, plane shift (self only), demiplane, prismatic spray
3 slots: power word heal, weird
1 slot: wish, prismatic wall
Angelic Weapons: The andromedas weapon attacks is magical, and deals an extra 36 (8d8) radiant damage (included in the attack).
Magic Resistance: The andromeda has advantage on saving throws against spells and other magical effects.
Legendary Resistance(3/day): If the andromeda fails a saving throw, it can choose to succeed instead.
Multiattack: The andromeda makes 4 attacks: Two with its greatsword, one with its bolt and casts a spell or cantrip. Instead for its greatsword attacks, it can make one ranged attack with its longbow.
Longbow: Ranged weapon attack: +18 to hit, Range 150/400ft., one target. Hit: 9 (2d8) piercing damage plus 36 (8d8) radiant damage. The [monster name] can choose to use a slaying arrow or a healing arrow. Anyone hitted by a slaying arrow with lesser than 150 hit points must succeed on a DC 19 Constitution saving throw or die. Anyone hitted by a healing arrow takes no radiant damage, and gets one disease cured or be freed by one of these conditions: blinded, deafned, paralyzed, stunned, frightened, or charmed. It can also suffer one level of exhaustion.
Healing touch (5/day): The andromeda touches a creature. That creature magically regains 72 (16d8) hit points, and gets all diseases cured, all conditions, except invisible, prone or unconscious, deleted, and other effects described in the greater restoration spell.
Greatsword: Melee Weapon attack, +18 to hit. Hit: 14 (4d6) slashing damage plus 36 (8d8) radiant damage, and the target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of its turns, ending the effect on itself on a succesful one.
Prismatic bolt: Melee spell attack, +18 to hit. Hit: 28 (8d6) fire, cold, lightning or acid damage (the andromedas choise). Instead for dealing damage, the andromeda can choose to force the target to make a DC 22 Constitution saving throw. On a failure, the target begins to turn into stone and is restrained. The target can repeat the saving throw at the end of its next turn. On a failure, the target is petrified until freed by a greater restoration spell or other magic. On a successful one, the restrained condition ends.
Law Transformation: When someone hits the andromeda with an attack, the angel can force the target to make a DC 22 Wisdom saving throw. On a failed save, the attacker takes all the damage, and the andromeda takes no damage. On a successful one, the andromeda takes double damage. Instead, if a creature within 150ft. of the andromeda casts a spell that heals another creature inside that area, the andromeda can force the caster to make a DC 22 Wisdom saving throw, on a failure, the spell fails, and the andromeda regain the same amout of hit points as the target should normally do. On a successful one, the amout of healing doubles, and the original target regains the hit points.
The andromeda has 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creatures turn. The andromeda regains spent legendary actions at the start of its turn.
Prismatic bolt: The andromeda uses a prismatic bolt attack.
Greatsword (costs 2 actions): The andromeda uses a greatsword attack.
Longbow (costs 3 actions): The andromeda uses a longbow attack.
See the future (costs 4 actions): The andromeda magically looks into the nearest future. It gets advantage on attack rolls, saving throws and ability checks until the end of its next turn. In addition, other creatures has disadvantage on attack rolls against the andromeda.
Curse gaze (costs 5 actions): All creatures within 150 feet of the andromeda must succeed on a DC 24 Constitution saving throw or magically be cursed. A cursed target is poisoned, and its hit point maximum reduces by 21 (6d6) for every 24 hours that elapse. The curse can be removed by a remove curse spell or similar magic.
Description
Angel of the stars: Only one andromeda exists, and someone wonder if it really is an angel, or a god. The andromeda know everything about the stars, and at night, it often flies around over oceans and look at them. It can create a new star if it concentrate in five hours, and can destroy a star immediately. It can’t see in the dark, but likes to fly around at night time nonethless. Some people believe that northern- and southern lights being made when the andromeda flies over the poles. It do only fight if it is really needed.
Immortal Nature: The andromeda doesn’t require food, drink or sleep.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/18/2019 3:39:43 PM
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6
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0
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5e
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Coming Soon
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