Arcadian Starsword (5e Creature)
Arcadian Starsword[edit]
Medium celestial, lawful good Armor Class 16
Saving Throws Str +4, Dex +7, Wis +5, Cha +5 Angelic Weapons. The starsword's weapon attacks are magical. When the starsword hits with any weapon, the weapon deals an extra 3d4 radiant damage (included in the attack). Aura of Weakness. As long as the starsword isn't incapacitated, each creature of the starsword's choice that starts its turn within 30 feet of the starsword must make a DC 14 Wisdom saving throw. On a failed save, a creature gains 1 level of exhaustion. On a successful save, a creature is immune to all starswords' Aura of Weakness for 24 hours. Harsh Illumination. The starsword sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Each creature of the starsword's choice that starts its turn within this feature's bright light takes 5 (2d4) radiant damage. Each creature of the starsword's choice that starts its turn within this feature's dim light takes 2 (1d4) radiant damage. When the starsword's light is at full intensity, creatures within 10 feet of it have disadvantage on saving throws to avoid or end the blinded condition. Radiant Being. While the starsword is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and whenever it takes damage from a melee weapon attack, the attacker takes 4 (1d8) radiant damage. When the starsword is reduced to 0 hit points, each creature within 10 feet of it takes 31 (7d8) radiant damage and each creature within 30 feet of it is blinded until the start of their next turn. Additionally, the starsword doesn't need to eat, drink, sleep, or breathe. ACTIONSMultiattack. The starsword makes two attacks. In place of one attack, it can use Flash Step. Radiant Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (3d4) radiant damage. If the starsword scores a critical hit with radiant slash, the target takes an additional 5 (2d4) radiant damage and is blinded until the start of the starsword's next turn. Flash Step. The starsword teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself. Each creature within 10 feet of the space must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded until the start of the starsword's next turn. Saber of Light (Recharge 6). The starsword focuses its radiance into a cutting beam of raw solar energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw or take 27 (6d8) radiant damage and become blinded until the start of the starsword's next turn. When it uses this action, the starsword can reduce the cone's area to 30 feet and increase the DC of the saving throw to 17. Spellcasting. The starsword casts one of the following spells, requiring no material components and using Charisma (spell save DC 14) as the spellcasting ability: At will: detect evil and good, feather fall, protection from evil and good BONUS ACTIONSShift Radiance. The starsword reduces its Harsh Illumination to shed bright light in a 30-foot radius and dim light for an additional 30 feet, only dim light in a 10-foot radius, or it returns the light to full intensity.
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Occasionally lantern archons, especially those born out of martial souls that fell in combat, from peaceful Mount Celestia discover themselves being drawn to a more aggressively militant form of goodness present in Arcadia as they are familiarized with the Outer Planes. Rather than ascend the ranks of the archons, when they are ready for a new form they can instead ask for a transfer to the Buxenus layer of Arcadia. Such requests are rarely denied, though often frowned upon, and the lantern archon receives a combination of training and ambient magic which will form them into a starsword ready to cut down the enemies of the just, though their zealous nature as a partial convert can often rear its head as an acceptance of necessary evils on the battlefield, though never a participation in them unless encouraged by their commanders. |
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