Medium Aberration, Lawful Evil
Armor Class 20 Natural armor
Hit Points 180 (24d8 + 72)
Speed 30 ft., Fly 30 ft. (hover)
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +8, CON +8, INT +7
Damage Vulnerabilities Necrotic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60ft., Passive Perception 18
Languages All But cannot speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic resistance The Clair has advantage on saving throws against magical effects.

Actions

Multi attack. The Clair makes three great sword attacks and uses defensive aura, if available.

greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage plus 13(4d6) radiant damage. 

Silencing combo(5-6) The Clair sends out gouts of radiant energy from their great swords. Ranged weapon attack,  + 7 to hit, range 25/50 ft, 3 targets (can choose the same target twice), Hit: 12( 3d6) radiant damage and the target must make a DC 15 constitution saving throw or loose concentration on all spells, and not be able to cast spells that require verbal components.  The target can remake the saving throw at the end of each of their turns, ending the effect on a success.

Weakening strike(6) The Clair levitates into the air before rushing forward, blades spinning. The Clair moves forward in a line that is 10ft. wide, and 45ft. long. All creatures that are in the path of that line must make a DC 17  dexterity saving throw. On a failure they take 36(9d6) radiant damage and have disadvantage on all attack roles until the end of the Clair's next turn. On a success they take half damage only.

Defensive Aura (6) All allies within 30ft. of the Clair gain a +2 bonus to their AC, and resistance to all damage until the end of the Clair's next turn.

Description

A Clair is a construct like creature imbued with radiant energy. They typically take the form of white and gold colored ornate statues, with pointed feet. Their head and upper torso split  down the middle, gold tendrils of energy hold them together.  These creatures wield some substantial force over psionics as they are always seen with to greatswords which hover at their sides, these weapons also appear to be propelled by the same force. The Clair, and Obscure are often found together, and seem to have a common goal. What that is, no one really knows. Because of the fact that both the Clair and obscure are found by locations of intense magical power, many  assume that has something to do with it. These creatures have not been known to show kindness to intruders, so none have lived long enough to find out more.

viciousvoidwoken0

Comments

Posts Quoted:
Reply
Clear All Quotes