Ecclesia (5e Creature)

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Ecclesia[edit]

Medium fiend, any evil alignment


Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Skills Deception +9, Insight +9, Persuasion +9, Religion +6
Proficiency Bonus +4
Damage Resistances necrotic, radiant; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)


Ecclesial Weapons. The ecclesia's weapon attacks are magical. When the ecclesia hits with any weapon, the weapon deals an extra 18 (4d8) necrotic or radiant damage (ecclesia's choice, included in the attack).

Innate Spellcasting. The ecclesia's spellcasting ability is Charisma (spell save DC 17). The ecclesia can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: bestow curse, darkness, dispel magic, flame strike
1/day each: animate dead, raise dead

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

ACTIONS

Multiattack. The ecclesia can use its Awe-Inspiring Presence. It then makes two attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) necrotic or radiant damage (ecclesia's choice).

Awe-Inspiring Presence. Each creature of the ecclesia's choice that is within 120 feet of the ecclesia and aware of it must succeed on a DC 17 Wisdom saving throw or become charmed or frightened (ecclesia's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ecclesia's Awe-Inspiring Presence for the next 24 hours.

Healing Touch (3/Day). The ecclesia touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The ecclesia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ecclesia's choice).
In a new form, the ecclesia retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.


When priests turn against their gods, their souls are marked by darkness. When such individuals die before they find redemption, they may become fiends known as ecclesia when they die. Normally, an ecclesia resembles an angel nearly perfectly, but they may also transform into a terrifying fiendish form.
All ecclesia performed acts in life which were egregious violations of their god's creed. While some ecclesia explicitly rejected their deity and turned to evil masters, that isn't the case for all of them. Some manipulated the faithful for personal gain, while others led inquisitions or crusades that resulted in massacres of innocents.

False Angels. When mortals attempt to commune with the divine or summon celestials, an ecclesia may subvert their magic and be contacted instead. Any advice the fiend gives is self-serving and any aid provided is unnecessarily destructive. When questioned, the ecclesia claims that such actions are done in the name of a greater cosmic good.
Ecclesia uphold their deception for as long as it is convenient, then turn upon their summoners or abandon them to serve their own wishes. The most devious ecclesia attempt to corrupt churches from within, tempting priests with promises of power or service to their god's true desires or murdering and impersonating them. They become the leaders of splinter sects and undermine the higher powers of the church. Those priests who enact the ecclesia's will may become ecclesia themselves.

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