Medium Celestial, Lawful Good
AC 17 Natural Armor    Initiative +5 (15)
HP 178 (20d10 + 60)
Speed 50 ft.
Mod Save
STR 17 +3 +13
DEX 20 +5 +15
CON 17 +3 +13
Mod Save
INT 10 +0 +0
WIS 18 +4 +14
CHA 14 +2 +2
Skills Athletics +8, Perception +9, Stealth +5, Survival +9
Resistances Fire, Necrotic
Immunities Radiant; Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Unknown Scent/Keen Smell — note: Advantage on Perception checks using smell; Passive Perception 19
Languages Celestial (Understands), Common, Infernal (Understands) Common (Speaks), Infernal (Understands), Celestial (Understands)
CR 15 (XP 13,000; PB +5)
Traits

Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

 

 

Bite. Melee Attack Roll: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) radiant damage.

 

Radiant Breath (Recharge 5–6). Sapph exhales radiant light in a 15-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a successful one. Undead and fiends have disadvantage on this saving throw.

 

Martyr's Spark Flare (1/Day). When Bernard would take damage that would reduce him to 0 hit points, Sapph can use her reaction to absorb that damage instead, taking it herself. The Martyr's Spark scars on her hind legs ignite with silver-gold light for 1 minute after use.

Bonus Actions

Nimble Pursuit. Sapph takes the Dash or Disengage action as a bonus action.

 

Legendary Actions

Move (1 Action). Sapph moves up to her speed without provoking opportunity attacks.

 

Bite (1 Action). Sapph makes one Bite attack.

 

Celestial Surge (2 Actions). Sapph releases a pulse of radiant energy. Each creature within 10 feet must make a DC 16 Constitution saving throw or take 14 (4d6) radiant damage.

 

Description

 

 

Pack Tactics. Sapph has advantage on attack rolls against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.

 

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

 

Celestial Nature. Sapph doesn't require food or water. As an immortal celestial, she cannot die of old age and drops to 1 hit point rather than 0 when reduced to 0 hit points by non-legendary creatures of CR 10 or lower.

 

Vigil Energy. After 104 years of accumulated Martyr's Spark vigil energy, Sapph's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

 

Monster Tags: beast companionpet

Habitat: Planar (Upper Planes)Urban

stefielynngraham

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