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Celestial Spirit, L5, SCM +4

Celestial Spirit, L5, SCM +4 Large Celestial, Neutral Good CR 3 700 xp

  • Armor class 16 (Natural)
  • Hit points 57 (4d10+8)
  • Speed 30 ft., Fly 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:Charmed, Frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Celestial, understands the languages you speak

Challenge: CR 3 (700 xp)


When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.



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

Actions

Multiattack. The celestial makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft.
Hit. 14 (2d6+7) radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 14 (1d10+8) radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8+5.

Legendary Actions

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Celestial Spirit, L6, SCM +4

Celestial Spirit, L6, SCM +4 Large Celestial, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 67 (4d10+8)
  • Speed 30 ft., Fly 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:Charmed, Frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Celestial, understands the languages you speak

Challenge: CR 5 (1,800 xp)


When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.



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

Actions

Multiattack. The celestial makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack: +8 to hit, range 150/600 ft.
Hit. 15 (2d6+8) radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 15 (1d10+9) radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8+6.

Legendary Actions

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.