| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 10 | +0 | +0 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +7 |
| CHA | 20 | +5 | +9 |
Divine Sense. The authority knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, it also detects the presence of any place or object that has been consecrated or desecrated.
Magic Resistance. The authority has Advantage on saving throws against spells and other magical effects.
Divine Blessing. The AC of the authority includes its Dexterity, Constitution, and Charisma modifier.
Multiattack. The authority makes two Divine Blade attacks.
Divine Blade. Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) Slashing damage and 18 (4d8) Radiant damage. If the target is a creature not currently on it's plane of origin, the authority can choose to subject it to the following effect : Charisma Saving throw, DC 17, Failure : The target is banished back to a random location on it's home plane until the end of the authority's next turn. The authority can have only one creature banished this way at a time.
Cleave. The authority makes a separate Divine Blade attack against each creature within 10 feet of it.
Goading Scream (Recharge 6). Wisdom saving throw, DC 17, all creatures of the authority's choice that can hear and see it within 60 feet. Failure : The creature has Disadvantage on Attack rolls against creatures other than the authority until the end of their next turn.
Description
Members of the second sphere rarely interact with the material plane and it's inhabitants, after all, this is what the third sphere is for. As such, their appearance becomes less humanoid, more monstruous and more alien-looking. The lowest members of the second sphere, authorities, are large humanoid hulking creatures with thick and elongated arms, their body covered in pale marble-like armor bearing golden glyphes and carved with faces and symbols. They wield large blades in combat, which they can summon at will, the small gaps in the armor showing nothing but radiant light.
Their main roles in the hierarchy is to act as bodyguards and as frontline troops in large conflicts. If archangels are the footsoldiers, authorities are the frontline brutes that wistand the charge of the hordes and take on larger ennemies, banishing them with their special weapon. Unlike many other celestials, they prefer to fight on the ground and are faster there, but can still summon four spectral wings to reposition if needed.
CR 11 : DCR 10 - OCR 12
Tactics :
Round 1, 2 & 3 : Charge in the thick of battle, using it's Goading Scream when possible and multiattacking the biggest threat there twice, or once to try to banish it.
Previous Versions
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