| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 13 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Flyby. Moving away from an enemy does not provoke an Opportunity Attack.
Super Soldier. Any other celestial within 10ft automatically gains 2 (1d4) damage to their attacks and they hit with advantage.
Multiattack. The griffon makes two Rend attacks. However, the second Rend cannot give the Grappled condition, and has to subtract 4 (1d4+2) damage from the attack.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon’s front claws.
Griffon Guard (Recharge 4–6). The Soaring Sentinel roars, and summons four celestial shields that orbit its body. It gains a +5 bonus to its AC until the start of its next turn.
At the start of its next turn, the shields transform into divine darts and launch at up to four targets the sentinel can see within 120 feet. The darts automatically hit their targets. Each dart deals 8 (2d4 + 3) Radiant damage plus 2 Force Damage. If a creature is hit with two or more darts, they must make a DC13 Constitution Saving Throw or now have the the Blinded
Celestial Claw (Recharge 4-6). The Soaring Sentinel runs/flies towards the target and slashes the target. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage. On a hit, the target takes an additional 2 (1d4) Radiant damage.
Commander. Whenever the Soaring Sentinel dodges/blocks an attack, it may counter attack for 2 (1d4) damage, or 5 (2d4) if the attacker is Blinded as a Reaction.
Sentry (Recharge 4-6). As a Reaction, when any creature (including itself) within 20 feet of the Soaring Sentinel is targeted by an attack, it grants that creature a +2 bonus to its Armor Class (AC), potentially causing the attack to miss. This ward lasts for 3 rounds. At the start of each of the warded creature's turns, excluding the turn the ward was created, the AC bonus decreases by 1 (becoming +1 on the next round, and +0 on the final round), after which the effect ends.
Description
A griffon-like celestial guardian with a celestial eagle head and divine wings, along with the body of a bulky, imposing lion. This creature was created by Helm, the Watcher, to protect important treasure and prominent cities/strongholds from the dangers of the wild. These creatures do not care about morality, or who is good or bad in a situation. All they care about is whether someone or something is in danger, and they will immediately rush to protect them, no matter the cause. These creatures are extremely rare, but when they are seen, travelers hope that the creature doesn't think the thing it is protecting is in danger, or else it will not hesitate to annihilate the threat. This is also why there isn't much known about the creature's original home, or about why Helm created such a powerful beast to protect the mortals.
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Posted Jul 10, 2026- View User Profile
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Posted 7 hours ago