Large Celestial, Chaotic Neutral
Armor Class 15 natural armor
Hit Points 79 (9d10 + 30)
Speed 50 ft., Walk 25 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
17 (+3)
CHA
8 (-1)
Saving Throws CON +6, WIS +6, CHA +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Flyby. The Celestial doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Charge. If the Celestial moves at least 20 feet straight toward a target and then hits it with a Talons attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away.

Innate Spellcasting. The Celestial's innate spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks).The Celestial can innately cast the following spells, requiring no components:

At will: Gust, Thunderwave, Guiding Bolt

3/day: Gust of Wind, Lesser Restoration, Blindness/Deafness

Magic Resistance. The Celestial has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Celestial's weapon attacks are magical.

Actions

Multiattack. The Celestial makes two attacks: one with its talons and one with its beak.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Healing Touch (3/Day). The Celestial touches a creature with its wings. The target magically regains 9 (2d6 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Legendary Actions

The Celestial 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 Celestial regains spent legendary actions at the start of its turn.

Talons. The Celestial makes one attack with its Talons.

Whirlwind Shield (Costs 2 Actions). The Celestial creates roaring wind around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Celestial 's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 9 (2d6 + 2) hit points.

OrangeGnome

Comments

Posts Quoted:
Reply
Clear All Quotes