| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +12 |
| DEX | 6 | −2 | −2 |
| CON | 24 | +7 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
Bestial Restoration. If the celestial whale dies outside of the Beastlands, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Beastlands.
Magic Resistance. The celestial whale has Advantage on saving throws against spells and other magical effects.
Siege Monster. The celestial whale deals double damage to objects and structures.
Spellcasting. The celestial whale casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At will : Detect Evil and Good*, Protection from Evil and Good (self only)*, Sanctuary
1/day : Cure Wounds (level 3 Version), Spirit Guardians*
* concentration spells
Multiattack. The celestial whale makes six Celestial Orb attacks, three of which it can replace with a Bite attack.
Bite. Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) Slashing damage, and if the target is a Large or smaller creature, it has the Restrained condition (escape DC 20). While it has the Restrained condition, it moves with the celestial whale.
Celestial Orb. Ranged Spell Attack : +7 to Hit, range 120 ft. Hit: 7 (1d8 + 3) Radiant damage.
Crash. Dexterity Saving Throw, DC 20, all creatures within a 30-foot Cube, Failure : 34 (4d12 + 8) Bludgeoning Damage, and if the target is a Large or smaller creature, it has the Restrained condition (escape DC 20) while the celelestial whale doesn't move.
Description
CR 12 : OCR 11 - DCR 13
Theses large gentle giant can adopt a variety of forms, from feathered whales, glowing Dunkleosteus, manta rays, or a mix of all. They roam the skies of the good aligned realms, most common in the Beastlands, alone or in groups up to five individuals, seemingly floating by themselves and instead using their "wings" or fins to maneuver around. They are smart and kind creatures, often taking smaller flying creatures in their pods to keep them company and offer them protection, carrying passengers on their backs, as well as keeping micro-ecosystems on their backs and caring for them.
Very gentle creatures, they, however, can become violent when encountering fiends or other destrucive forces, and as such are sometime used in war by celestial armies as battering rams, bombers, or flying posts of command.
Tactics :
Round 1 : Casts Spirit Guardians/Protection from Evil and good; OR Multiattacks/Crash
Round 2 & 3 : Multiattacks/Crash + Casts Sanctuary on itself
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/16/2021 12:08:00 PM
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12/10/2022 10:29:01 PM
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4/9/2023 1:10:44 PM
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2
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4/9/2023 1:16:34 PM
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2
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5/21/2025 11:49:07 AM
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4
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2
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Coming Soon
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