Allegiance (5e Creature)
Allegiance[edit]
Large celestial (principality), lawful good Armor Class 20 (natural armor)
Saving Throws Wis +7, Cha +7 Angelic Burning Weapons. The allegiance's weapon attacks are magical. When the allegiance hits with any weapon, the weapon deals an extra 2d6 fire damage and 2d6 radiant damage (included in the attack). Innate Spellcasting. The allegiance's spellcasting ability is Charisma (spell save DC 15). The allegiance can innately cast the following spells, requiring no material components. At will: detect evil and good Sure-Footed. The allegiance has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Magic Resistance. The allegiance has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The allegiance makes two attacks: one with its divine greatsword and one with its hooves. Divine Zweihander. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage and 7 (2d6) radiant damage. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Radiant Shards (Recharge 5-6). The allegiance creates six glowing darts of magical force. Each shard hits a creature of the allegaince's choice that it can see within 120 feet. Each shard deals 7 (2d4+2) radiant damage to its target. The shards all strike simultaneously, and the allegiance can direct them to hit one creature or several.
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Allegiance belongs to the principalities, ranked seventh in the angelic hierarchy and part of the third sphere. While third sphere angels are the most common type encountered in the physical realm, allegiance, clad in solid gold armor, appears only during times of strife between the celestial plane and the human world, in order to purge the armies of evil spirits. |
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