Gargantuan Celestial, Chaotic Good
Armor Class 18 Natural Armor
Hit Points 297 (22d12 + 154)
Speed 120 ft., Walk 30 ft.
STR
20 (+5)
DEX
22 (+6)
CON
24 (+7)
INT
18 (+4)
WIS
22 (+6)
CHA
21 (+5)
Saving Throws DEX +11, CON +12, WIS +11, CHA +10
Damage Resistances Lightning, Psychic, Radiant
Damage Immunities Poison, Thunder
Condition Immunities Charmed, Frightened, Paralyzed
Senses Passive Perception 16
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Master of Sky and Memory - Valestha has perfect control over aerial movement. Difficult terrain in the air doesn’t affect her, and she can hover without flapping her wings. Additionally, she has advantage on all Intelligence (History) checks related to the ancient world, weather phenomena, or lost civilizations.

Celestial Feathers - Creatures that start their turn within 10 feet of Valestha must succeed on a DC 17 Wisdom saving throw or become charmed until the end of their next turn, entranced by the iridescent shifting of her plumage. Creatures charmed in this way treat her as a trusted guide and will not attack her unless provoked again.

Skyborn Aura - Flying creatures of Valestha’s choice within 30 feet gain a +2 bonus to AC and cannot be knocked prone. This aura deactivates if Valestha is incapacitated.

Innate Spellcasting (Celestial Magic) - Valestha's spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells without components:

At will: gust, detect thoughts, control winds (Xanathar’s)

3/day each: lightning bolt, wind wall, greater restoration

1/day each: sunbeam, geas, commune, plane shift (self only)

Actions

Multiattack - Valestha makes two attacks: one with her bite and one with her tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target sees ancient visions and hears whispering voices of the sky. The target can repeat the save at the end of each turn.

Tail Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage and the target must make a DC 18 Strength saving throw or be launched 20 feet into the air (or 20 feet back if already airborne), knocked prone if they hit a surface.

Breath of Celestial Radiance (Recharge 5–6) Valestha exhales a wave of shimmering wind and radiant energy in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much on a success. A creature that fails is also blinded for 1 minute (save ends at the end of each turn).

Legendary Actions

Valestha can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Gust (Costs 1 Action). A sudden blast of wind forces one creature Valestha can see within 60 feet to make a Strength saving throw (DC 18) or be pushed 20 feet in a direction of her choice.

Serpent Dance (Costs 2 Actions). Valestha performs a celestial spiral. All hostile creatures within 30 feet must make a Wisdom saving throw (DC 17) or be frightened until the end of their next turn.

Cast a Spell (Costs 3 Actions). Valestha casts a spell from her innate spell list.

Zutono

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