| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 20 | +5 | +5 |
| CHA | 18 | +4 | +4 |
Enigmatic Mind. Celeste's thoughts can't be read by any means. A creature can communicate telepathically with him only if he allows it. Magic can't determine whether Celeste is lying.
Magic Resistance. Celeste has advantage on saving throws against spells and other magical effects.
Spellcasting. Celeste is a spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
At Will: all spells (Celeste generally favors enchantment, illusion, divination, and teleportation magic).
Doom
Some of Celeste's abilities inflict Doom upon creatures.
Doom is a number representing the creature's current Doom value.
At the end of a creature's turn, if its current hit points are equal to or lower than its Doom value, it dies immediately. No death saving throw is made.
Doom isn't damage and cannot reduce a creature's hit points. Unless an ability states otherwise, Doom lasts until Celeste removes it, the creature dies, or the encounter ends.
Example: A creature with 17 HP and 16 Doom survives its turn. If it has 16 HP or fewer at the end of its next turn, it dies.
Multiattack
Celeste makes two Lifehunt attacks.
Lifehunt
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 7 (1d6 + 4) slashing damage, and the target gains 2 Doom.
Celeste seems almost deliberately careless with the weapon, frequently allowing opponents opportunities to escape.
Harvest the Doomed — Recharge 5–6
Celeste chooses one creature he can see within 60 feet that has Doom.
He removes all Doom from that creature, then regains a number of hit points equal to the Doom removed.
The target must then make a DC 16 Constitution saving throw.
On a failure, it takes necrotic damage equal to half the Doom removed.
“Oh, don't worry. I'll put it back.
The Wolf at the Door — Recharge 5–6
Celeste fixes his gaze upon one creature within 60 feet.
The creature must succeed on a DC 16 Wisdom saving throw or become frightened of Celeste for 1 minute.
While frightened this way, the creature's Doom value increases by 1 at the start of each of its turns.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Turn the Knife — Recharge 6
Celeste chooses one creature within 60 feet that he can see.
The target must succeed on a DC 16 Wisdom saving throw or become charmed by Celeste for 1 minute.
While charmed in this way, Celeste controls the creature's actions. On its turn, the creature must use its action to make one weapon attack against a creature of Celeste's choice.
The creature can repeat the saving throw whenever it takes damage from one of its allies, ending the effect on a success.
A creature that succeeds is immune to Turn the Knife for 24 hours.
Dance of the Reaper
Celeste teleports up to 30 feet to an unoccupied space he can see.
Until the end of his turn, his movement doesn't provoke opportunity attacks.
If he teleports within 5 feet of a creature that has Doom, that creature gains 1 Doom.
Uncanny Fate
When Celeste takes damage from an attack he can see, he can halve the damage against himself.
If this reduces the damage to 0, Celeste may teleport up to 15 feet.
Not Yet
When Celeste would be reduced to 0 hit points, he instead drops to 1 hit point and teleports up to 30 feet.
Once he uses this reaction, he can't do so again until he finishes a long rest.
Legendary Actions
Celeste can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.
Lifehunt
Celeste makes one Lifehunt attack.
Step Between Moments
Celeste moves up to half his speed without provoking opportunity attacks.
Add to the Count (Costs 2 Actions)
Celeste chooses one creature within 60 feet that has Doom. That creature gains 2 Doom.
Description
This version of Celeste shouldn't feel like he's trying to win quickly. He's playing with his food.
He'll deliberately miss, teleport away from obvious killing blows, allow enemies to heal, and occasionally remove someone's Doom just to prolong the encounter. He wants the party to notice the number creeping upward and slowly realize what it means.