| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 14 | +2 | +2 |
Jetpack Maneuvering. The Alares can hover and make turns in the air without expending extra movement. When it uses the Dash action while flying, it does not provoke opportunity attacks.
Skyborne Assault. The Alares has advantage on attack rolls against creatures that haven’t acted yet in combat if it is flying.
EMP Disruption. Creatures that take damage from the Alares’ Solar EMP Launcher have disadvantage on saving throws against spells or effects that dispel or disrupt magic until the end of the Alares’ next turn.
Multiattack. The Alares makes two attacks with its Solar EMP Launcher or Solar Pistol.
Solar EMP Launcher (Ranged). Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target or point. Hit: 14 (3d8 + 1) radiant damage. Creatures in a 10-foot radius must succeed on a DC 14 Constitution saving throw or have concentration disrupted and lose reactions until the start of their next turn. Constructs and magical barriers take double damage.
Solar Pistol (Ranged). Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) radiant damage.
Radiant Gladius (Melee).Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage plus 7 (2d6) radiant damage.
Aerial Dive. The Alares may move up to half its flying speed without provoking opportunity attacks and make one melee attack with advantage.
Ascend. The Alares can fly up to 20 feet vertically without using movement, once per turn.
Skyguard Counter. When a ranged attack targets an ally within 10 ft. of the Alares, it can move up to 15 ft. and impose disadvantage on the attack roll.
Description
Lore
The Celestial Alares are the aerial assault and mobility units of Mount Celestia. Their name derives from the ancient Roman “alares,” meaning “winged” or “of the wings” — a fitting title for those who bring divine judgment from the skies.
These troopers soar across radiant battlefields with celestial jetpacks, moving faster than mortal eyes can follow. Unlike the stalwart Legionnaires or Cataphractarii, the Alares rely on speed, vertical positioning, and surgical strikes. They are armed with compact Solar EMP Launchers, designed to disrupt fiendish defenses, constructs, and spellwork while also delivering radiant damage.
They are the first to descend from the heavens, softening enemy lines and disabling magical wards to prepare the way for the main celestial army. When the Alares arrive, it’s heralded by a glow like falling stars and the sound of wings made of light.
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