Courage (5e Creature)

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Courage[edit]

Gargantuan celestial (sequi), lawful good


Armor Class 21 (natural armor)
Hit Points 222 (12d20 + 96)
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 26 (+8) 24 (+7) 24 (+7) 25 (+7)

Saving Throws Con +14, Wis +13, Cha +13
Skills Athletics +14, Insight +13, Perception +13
Proficiency Bonus +6
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, fire
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)


Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Charge. If the sequi moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage.

Divine Awareness. The sequi knows if it hears a lie.

Innate Spellcasting. The sequi's spellcasting ability is Charisma (spell save DC 21). The sequi can innately cast the following spells, requiring only verbal components:

At will: detect evil and good
3/day each: aid (as a 4th-level spell), dispel evil and good
1/day: commune

Legendary Resistance (1/Day). If the sequi fails a saving throw, it can choose to succeed instead.

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

Multiple Heads. The sequi has two dragon heads. While it has at least one dragon head, the sequi has advantage on saving throws against being blinded, deafened, stunned and knocked unconscious.
Whenever the sequi takes 50 or more damage in a single turn, one of its dragon heads dies.

ACTIONS

Multiattack. The sequi makes as many bite attacks as it has dragon heads.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 18 (4d8) radiant damage.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning damage plus 18 (4d8) radiant damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage.

Flame Breath (Recharge 5–6). The sequi exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.
If the sequi has only one dragon head left, the flame breath instead deals 36 (8d8) fire damage; if the sequi has lost both dragon heads, it cannot use its flame breath.


LEGENDARY ACTIONS

The sequi can take 2 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. The sequi regains spent legendary actions at the start of its turn.

Detect. The sequi makes a Wisdom (Insight or Perception) check.
Tail Swipe. The sequi makes one attack with its tail.

Fortitudo_Card.jpg
Courage, Sequi of Fortitudo (Source)

Courage is a lesser manifestation of Fortitudo. It appears as a harbinger, when Fortitude wishes to test the strength of an opponent. Courage is physically the same as Fortitudo, but wears virdigris-green bronze armor plates. Its halo burns red, denoting its position as a mere clone of an Audito.

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