Godslayer’s Wrath. Caelum deals an extra 2d10 force damage when he hits a celestial or a creature that wields divine magic (clerics, paladins, warlocks with celestial patrons).
Aura of Defiance. While within 30 feet of Caelum, enemies have disadvantage on saving throws against his spells and abilities if they are under the effect of divine magic (Bless, Shield of Faith, etc.).
Unyielding. The first time Caelum would be reduced to 0 hit points, he instead regains 150 hit points. When this happens, his eyes blaze with divine fire as his body begins to crack with unstable power.
Legendary Resistance (3/Day). If Caelum fails a saving throw, he can choose to succeed instead.
Multiattack. Caelum makes three attacks with his weapon or spell-like abilities.
Godrend Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 6) slashing damage + 14 (4d6) necrotic damage.
Godbane Blast (Recharge 5–6). Caelum unleashes a beam of blackened divine energy in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 20 Dexterity saving throw, taking 56 (16d6) necrotic + radiant damage on a failed save, or half as much on a success.
Chains of Betrayal. Caelum summons spectral chains of fallen gods. Up to 3 creatures within 60 feet must succeed on a DC 20 Strength saving throw or be restrained until the end of their next turn. While restrained, they also take 14 (4d6) necrotic damage at the start of their turn.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Caelum has 3 actions per round.
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Strike of Hatred. Caelum makes one Godrend Greatsword attack.
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Deny the Divine (Costs 2 Actions). Caelum targets one creature concentrating on a spell. That creature must succeed on a DC 20 Constitution saving throw or lose concentration automatically.
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Godslayer’s Step (Costs 2 Actions). Caelum teleports up to 40 feet to an unoccupied space he can see. Until the end of his next turn, he has advantage on all attack rolls.
When Caelum uses Unyielding, he gains the following for the rest of the fight:
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His weapon attacks deal an additional 2d10 force damage.
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His Godbane Blast recharges on a 4–6 instead of 5–6.
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His Aura of Defiance extends to 60 feet.
Description
Once, Ser Caelum Thorne was the gleaming blade of righteousness — a champion of Auremax, the god of honorable combat and strategy. But during the siege of Elbraith he was betrayed by that same god. After the battle he cast off his holy sigils and reforged his blade with infernal runes through the help of a legendary blacksmith. He wandered the land, seeking forbidden texts, hidden truths, and ancient powers long buried by the gods. The other deities he once revered — he now sees them as parasites feeding on mortal faith.
Now he walks the realm not as a savior, but as a reckoning.
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
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9/27/2025 3:20:38 PM
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Coming Soon
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