AC
18
Celestial Aura
Initiative
+3 (13)
HP
168
(24d8 + 48)
Speed
35 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +4 |
| DEX | 16 | +3 | +7 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +4 |
| WIS | 18 | +4 | +8 |
| CHA | 18 | +4 | +8 |
Skills
Insight +8, Perception +8, Religion +6
Resistances
Necrotic, Radiant
Immunities
Charmed, Frightened
Gear
Book of Exalted Deeds, Sanctum Amulet, Helm of the Justicars
Senses
Darkvision 60 ft. ; Passive Perception 11
Languages
Celestial, Common, Dwarvish, Elvish, Gnomish
CR
12 (XP 8,400; PB +4)
Traits
Celestial Resilience (1/Day).
Aquarin gains 25 temporary hit points as a bonus action.
Radiant Soul.
Once per turn, when Aquarin deals radiant damage, he adds +4 damage.
Actions
Multiattack. Aquarin makes two Radiant Blast attacks.
Radiant Blast. Spell Attack: +8 to hit
Hit: 18 (4d8) radiant damage
Sickening Radiance (1/Day).
Creatures in a 20-ft-radius sphere must make a DC 16 Con save, taking 22 (5d8) radiant damage and gaining 1 level of exhaustion on a failure (no repeat exhaustion).
Bonus Actions
Healing Light (4d6, 2/day).
Heal a creature within 60 ft.
Misty Step (1/Day).
Reactions
Witch Hunter’s Reflex (1/Day).
When targeted by a spell, Aquarin can force the caster to reroll the spell attack or saving throw.
Previous Versions
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10/29/2025 1:34:31 AM
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10/29/2025 4:34:57 PM
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10/30/2025 8:03:28 PM
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12/19/2025 1:49:10 PM
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12/19/2025 2:15:27 PM
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12/19/2025 2:16:12 PM
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