Medium Celestial, Lawful Good
AC 23    Initiative +5 (15)
HP 25 (1d8 + 15)
Speed 30 ft., Walk 55 ft.
Mod Save
STR 10 +0 +0
DEX 30 +10 +15
CON 30 +10 +15
Mod Save
INT 20 +5 +5
WIS 26 +8 +8
CHA 10 +0 +0
Resistances Radiant
Senses Truesight; Passive Perception 16
Languages All
CR 15 (XP 13,000; PB +5)
Traits

Radiant light. The Churger glows in a 5 foot radius

Spellcasting. The Churger is a 6th-level spellcaster. Its spellcasting ability is wis. spell save DC 17, +8 to hit with spell attacks. The Churger has following spells prepared:
Fireball counter spell, charm person, charm monster, cure wounds, mass cure wounds, heal. All spell damage is changed to radiant

Actions

Hoove Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Deals 1d12 + 3 Bludgeoning damage.

Bonus Actions

Dash. the Churger can move double its walking speed once per combat without provoking an opportunity attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This angelic creature appears to lucky travelers to test them in strength. It has the body of a seal, the legs of a horse, the wings of a bird and a tiny hat on its head. This creature often has white fur and eyes that match its hat, but has been spotted in other coats. The churger also has a hierarchy based on the color of hat they wear and differing jobs based on the kind of hat, which also determines the gifts they bring to those who complete the challenge to defeat them in 18 seconds (three turns). 

Bowler hats bring gold. Beanies bring health potions. And the top hats bring magic items

The hats they wear come in the colors of blue, green, red, and gold. 

Blue hats: bowler = 50 gp. Beanie = 1d6 healing. Top hat = common.

Green hats: bowler = 100 gp. Beanie = 2d6 healing. Top hat = uncommon.

Red hats: bowler = 175 gp. Beanie = 3d6 plus 1d4 healing. Top hat = rare

Gold hats: bowler = 250 gp. Beanie = 5d6 healing. Top hat = very rare

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2025 6:13:38 PM
5
1
--
Coming Soon
liamjennings299

Comments

Posts Quoted:
Reply
Clear All Quotes