Magical Resistance. The Virtue has advantage on saving throws against spells and other magical effects.
Starfolk Presence. Gravity within 15 feet of this creature works in mysterious ways. The Virtue may choose an effect at the start of each of its turns. Creatures and objects may only be affected once per battle round by this feature:
- Attraction. Creatures and objects of the Virtue's choice in the area that are medium size or smaller are drawn 10 feet towards the Virtue. A creature can make a DC 20 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling towards the Virtue.
- Repulsion. Ranged attacks made against the Virtue while this effect is active have disadvantage.
- Force. Creature in the area must succeed on a DC 20 Strength saving throw or be knocked prone.
Sunlit Defender. The Virtue of Citrine regenerates 5 hit points at the start of each of its turns while under direct sunlight. In addition, when below half its maximum hit points, the Virtue deals an additional 7 (2d6) fire damage on all its attacks while under direct sunlight.
Trick of the Light. The Virtue of Citrine may use an illusion to change its appearance to look like a Paladin of Pelor as an action. The illusion is dispelled if the Virtue makes an attack.
Of Citrine (2/day). The Virtue can reroll a saving throw that it failed. It must use the new roll.
Multiattack. The Virtue makes four attacks: two with its wings (it may choose between Citrine Feathers and Wing Bash) and two with its claws.
Citrine Feather Throw. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 10 (1d6 + 6) radiant damage.
Wing Bash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (1d6 + 6) radiant damage. A creature hit by this attack must succeed on a DC 20 Strength saving throw or be knocked 15 feet away from the Virtue.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (2d6 + 6) radiant damage.
Burst of Light (recharge 5-6). Brilliant sunlight flashes in a 60-foot radius centered on the Virtue. Each creature in that light must make a DC 20 Constitution saving throw. On a failed save, the creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this ability. A creature blinded by this ability can make another saving throw at the end of each of its turns. On a successful save, the creature is no longer blinded. The Virtue is considered under direct sunlight for (1d4) rounds after using this ability.
Previous Versions
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