Celestariël (5e Creature)

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Hemelse Zeeslang met Vleugels.png

Celestariël[edit]

Gargantuan celestial, lawful good


Armor Class 22 (natural armor)
Hit Points 528 (32d20 + 192)
Speed 50 ft., fly 120 ft. (hover), swim 50 ft.


STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 22 (+6) 21 (+5) 26 (+8) 28 (+9)

Saving Throws Dex +12, Con +13, Wis +15, Cha +16
Skills Arcana +12, Insight +15, Medicine +15, Perception +15
Proficiency Bonus +7
Damage Resistances psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, poison
Condition Immunities charmed, frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 25
Languages all, telepathy 240 ft.
Challenge 23 (50,000 XP)


Amphibious. Celestariël can breathe air and water.

Magic Weapons. The Celestariël's weapon attacks are magical.

Divine Presence. At the start of each of Celestariël's turns, creatures of Celestariël's choice within 60 feet must succeed on a DC 20 Wisdom saving throw or be charmed (good creatures) or frightened (evil creatures) until the start of his next turn.

Spellcasting. Celestariël is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): light, sacred flame, shape water, thaumaturgy
1st (4 slots): bless, detect evil and good, shield of faith
2nd (3 slots): calm emotions, lesser restoration
3rd (3 slots): daylight, dispel magic
4th (3 slots): banishment, freedom of movement
5th (3 slots): greater restoration, wall of force
6th (2 slots): blade barrier, heal
7th (2 slots): plane shift, symbol
8th (1 slot): holy aura
9th (1 slot): mass heal

ACTIONS

Multiattack. Celestariël makes two attacks: one with his bite and one with his tail. He then uses his Radiant Beam.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 22 (5d8) radiant damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 8) bludgeoning damage. Target must succeed on a DC 21 Strength saving throw or be knocked prone and pushed 10 feet away from Celestariël.

Radiant Beam (Recharge 5–6). Celestariël fires a divine energy beam in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 24 Dexterity saving throw, taking 72 (16d8) radiant damage on a failed save, or half as much damage on a success.


LEGENDARY ACTIONS

Celestariël can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Celestariël regains spent legendary actions at the start of his turn.

Bite. The Celestariël makes one attack with its bite.
Divine Flash (Costs 2 Actions). A burst of radiant light explodes in a 30-foot radius around him. Each hostile creature in range must make a DC 24 Constitution saving throw or be blinded until the end of their next turn.
Cast a Spell (Costs 3 Actions). Celestariël casts a spell from his spell list.

Floating high above an endless ocean are the Levitatium Crystals—divine relics that radiate pure magic. Beneath their radiance dwells Celestariël, the Guardian of the Heavens, a colossal couatl once chosen by the gods to protect the balance between sea and sky. His body glows in pearlescent colors, his wings are like liquid rainbows, and his presence fills the air with peaceful harmony… unless you're evil. Then comes the storm.
Celestariël not only guards the region from demons of the deep, but sometimes soars to ward off threats on land, especially when innocents are in danger. He works with priesthoods, sea peoples, and air spirits to keep the peace.

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