Medium Celestial, Lawful Neutral
Armor Class 14 (mirrorsilk robes)
Hit Points 65 (12d8 + 11)
Speed 30 ft., Fly 60 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +6, WIS +8, CHA +9
Skills Insight +8, Religion +10, Stealth +10
Damage Resistances Radiant
Senses Passive Perception 18
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magical Resistance. The Virtue has advantage on saving throws  against spells and other magical effects.

Starfolk Presence. Gravity within 30 feet of this creature works strangely. The Virtue can choose an effect at the start of each of its turns. Creatures and objects can only be affected once per battle round by this feature:

  • Repulsion. Ranged attacks made against the Virtue while this effect is active have disadvantage.
  • Force. Creatures in the area must succeed on a DC 17 Strength saving throw or be knocked prone.

Ivory Caster. The Virtue of Ivory ignores verbal and somatic components when casting  spells of the illusion and enchantment schools.

Lightweaver. The Virtue is a master illusionist. When it casts an illusion spell that lasts 1 minute or longer, it can use a bonus action to change the nature of that illusion(using the spell's normal parameters for the illusion). In addition, divination spells do not reveal an illusion made by a Virtue of Ivory.

Spellcasting. The Virtue of Ivory is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Virtue has following spells prepared:

Cantrips (at will): minor illusion, sacred flame, thaumaturgy, dancing lights

1st level (4 slots): cure wounds, guiding bolt, silent image

2nd level (3 slots): invisibility, misty step, silence

3rd level (3 slots): haste, major image, fear

4th level (3 slots): hallucinatory terrain, dimension door, phantasmal killer

5th level (2 slots): dream, seeming

6th level (1 slot): programmed illusion

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 7 (2d6) radiant damage.

Dull Senses. The Virtue targets a single creature within 60 feet with a powerful wave of serenity. The target must succeed on a DC 17 Wisdom saving throw or have their special senses- truesight, detect magic, tremorsense, blindsight and such, reduced to a range of 5 feet for the next 10 minutes. Unless it is the only way they can experience the world, they do not notice the change for the duration. A creature that fails this saving throw is susceptible to this ability and rolls with disadvantage to resist it for an hour afterwards.

Of Ivory (2/day). The Virtue leaves behind an illusory version of itself and turns invisible. The illusory Virtue continues to act for up to a minute, or until hit by an attack. During this time, the Virtue of Ivory can move as far as 120 feet from the illusion without dispelling it. At any point, it can choose to teleport back to the illusion and take its place. When the illusion ends, the Virtue turns visible.

Gingr96

Comments

Posts Quoted:
Reply
Clear All Quotes