Legendary Resistance (3/day). When the Angelic Statue fails a saving throw, it can choose to succeed instead.
Divine Construct. The Angelic Statue regains 15 hit points at the beginning of its turn if it has at least 1 hit point. If it takes cold damage, this healing increases to 25 hit points. If it takes fire damage, this healing is suppressed until the start of its next turn.
Hallowed Weapons. The Angelic Statue's weapon attacks are magical. When the Angelic Statue hits with any weapon, the weapon deals an extra 27 (6d8) radiant / cold damage (the Angelic Statue's choice, included in the attack).
Mind of Sanctuary. The Angelic Statue is immune to any spell or magical effect that would modify its memory, read or manipulate its thoughts and emotions, or put it to sleep.
Guardian's Insight. The Angelic Statue has advantage on saving throws against effects it has been subjected to in the last 24 hours.
Immutable Form: The Angelic Statue is immune to any spell or effect that would alter its form.
Inspiring Presence. Allies within 30 feet of the Angelic Statue have a 1d4 bonus to attack rolls, ability checks and saving throws. The Angelic Statue must be conscious to grant this benefit.
Multiattack. The Angelic Statue makes three weapon attacks.
- Maul. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 20 (2d12 + 7) bludgeoning damage and 27 (6d8) radiant / cold damage.
- Divine Halo. Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit 14 (2d6 + 7) slashing damage and 27 (6d8) radiant / cold damage.
Apparate. The Angelic Statue magically teleports, along any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet. It can bring a Large or smaller creature it is touching with it.
Aegis of the Arctic. As a reaction to being targeted by an attack or an effect that causes it to make a Strength / Dexterity saving throw, the Angelic Statue deploys a shimmering force field that grants it a +3 bonus to its AC and Dexterity / Strength saving throws until the start of its next turn. This benefit extends to allies within 10 feet of the Angelic Statue.
The Angelic Statue can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Angelic Statue regains spent legendary actions at the start of its turn.
Glide. The Angelic Statue moves up to its maximum speed in a direction of its choosing.
Bash. The Angelic Statue makes one Maul attack.
Sanctuary's Command (Costs 2 Actions). The Angelic Statue speaks a sacred word, and casts any cleric spell with a casting time of one action or one bonus action innately, requiring no components except the uttered word. Charisma is its spellcasting ability for this action (spell save DC 23, +15 to hit with spell attacks).
Hammer of the Frozen Heavens (Costs 3 Actions). The Angelic Statue brings down its Maul, calling a destructive beam down to exact penance on the guilty in a 20-foot radius wide, 120 foot high cylinder centered on a point it can see within 60 feet. Creatures within that area must make a DC 23 Dexterity saving throw, taking 42 (12d6) radiant damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.
Description
In the chilling expanse of the Arctic, a continent known for its unforgiving ice and snow, lies the venerated city of Sanctuary. This land is not merely a frozen wasteland; it is a testament to divine presence, a place where the very air thrums with the residual energy of powerful angels.
For generations, the inhabitants of this Arctic realm have erected magnificent statues, not just as works of art, but as profound tributes to the angelic beings they revere. Yet, the sheer potency of the angels' presence, their glorious essence, has transcended mere reverence. Their constant, overwhelming aura has unintentionally breathed life into the inanimate. The frigid statues of ice have awakened as sentient elementals imbued with angelic grace, and even the more traditional constructs of stone and metal have stirred, becoming living guardians.
These Angelic Statues, once inert monuments, are now partially divine beings, animated by the sacred energy that permeates their homeland. Their stone forms house a spark of angelic will, making them simultaneously constructs, elementals tied to the Arctic's chill, and protectors radiating celestial power. This divine infusion has blessed not only the statues but also the creatures and peoples indigenous to the Arctic, rendering them holy and granting them a measure of celestial connection.
Now, these towering, watchful guardians serve as the stalwart defenders of their sacred continent and, most crucially, the hallowed city of Sanctuary. Their very presence discourages malevolent forces, for the Arctic itself is their extension, a vast expanse of holy ground that resists the incursions of the unholy. They are the vigilant sentinels, silent and unwavering, embodying the unyielding purity and protective might of the angels themselves, ensuring that the sanctity of their home remains inviolable.
Lair and Lair Actions
Sanctuary's Influence (Lair Actions)
The entire Arctic continent, particularly the city of Sanctuary, is imbued with residual angelic energy, making it holy ground. When an Angelic Statue is fighting within the Arctic continent, it can draw upon this ambient divinity to manifest the following effects. On initiative count 20 (losing initiative ties), the Angelic Statue can cause one of the following effects:
- Blessed Terrain. The ground in a 30-foot radius centered on a point the Angelic Statue can see within 120 feet becomes difficult terrain for creatures hostile to the Angelic Statue until initiative count 20 on the next round. Additionally, hostile creatures that start their turn in this area take 10 (3d6) radiant damage.
- Arctic's Embrace. Pillars of ice or gusts of sacred wind erupt from the ground or air within a 30-foot square area within 120 feet of the Angelic Statue. Creatures within that area must make a DC 16 Dexterity saving throw or be restrained and subjected to the effects of the slow spell until the end of their next turn.
- Divine Intervention (3/day). The Angelic Statue calls upon the lingering angelic presence, and one of the following occurs:
- A Mousique Angel (or other appropriate CR 5-7 celestial ally) is summoned to an unoccupied space within 60 feet of the Angelic Statue, acting on the same initiative count. It remains for 1 minute or until it is reduced to 0 hit points.
- All friendly creatures within 60 feet of the Angelic Statue regain 30 (6d8 + 3) hit points and gain temporary hit points equal to the amount healed.
Regional Effects
The region containing the city of Sanctuary, encompassing a significant portion of the Arctic continent, is suffused with the holy essence of angels, creating the following effects:
- Abundant Life and Chill. The air in the Arctic, despite its extreme cold, feels invigorating and pure. Creatures accustomed to cold weather (such as those with resistance or immunity to cold damage) find the cold less draining. For other creatures, natural cold hazards within the region are amplified, making extended travel without magical protection or proper gear extremely difficult.
- Sanctified Ground. The ground itself is holy. Undead and fiends that enter the region must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. Additionally, these creatures have disadvantage on saving throws against radiant damage dealt by inhabitants of the region.
- Visions of Purity. While resting or spending extended time in contemplation within the region, good-aligned creatures might experience vivid dreams or visions of angelic beings, serene landscapes, or whispers of guidance, offering insight into their current paths or challenges.
- Blessed Snow and Ice. Snow and ice within the region, when melted, produce holy water. This holy water has the normal properties of holy water but also conveys a minor blessing, such as advantage on the next saving throw against a fear effect, for 1 minute after consumption.
- Difficulty for Evil. Spells that create or control undead, or summon fiends, have their casting time doubled within the region (to a maximum of 1 minute). Any creature attempting to cast such a spell must succeed on a DC 18 Wisdom saving throw or suffer 4d8 radiant damage and the spell fails.
Previous Versions
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