Glamor (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Bayonetta franchise, and/or include content directly affiliated with and/or owned by Sega. D&D Wiki neither claims nor implies any rights to Bayonetta copyrights, trademarks, or logos, nor any owned by Sega. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Glamor[edit]

Gargantuan celestial (seraphim), lawful good


Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 0 ft., fly 80 ft., swim 40 ft.


STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 25 (+7) 26 (+8) 25 (+7) 29 (+9)

Saving Throws Dex +12, Con +14, Wis +14, Cha +16
Skills Insight +14, Perception +14
Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 24 (62000 XP)


Angelic Weapons. The glamor's weapon attacks are magical. When the glamor hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The glamor knows when it hears a lie.

Innate Spellcasting. The glamor's spellcasting ability is Charisma (spell save DC 24). The glamor can innately cast the following spells, requiring no material components.

At will: detect evil and good, invisibility (self only)
3/day each: dispel evil and good, resurrection
1/day each: commune, control weather

Amphibious. The glamor can breathe air and water.

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

Legendary Resistance (3/Day). If the glamor fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The glamor can use its Frightful Presence. It then makes three attacks: one with its gilded bite and two with its gilded claws.

Gilded Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 27 (6d8) radiant damage.

Gilded Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Gilded Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 27 (6d8) radiant damage.

Frightful Presence. Each evil-aligned creature of the glamor's choice that is within 120 feet of the glamor and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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 glamor's Frightful Presence for the next 24 hours.

Icicle Breath (Recharge 5-6). The glamor exhales a spray of frozen icicles in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 36 (8d8) piercing damage and 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The glamor 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. The glamor regains spent legendary actions at the start of its turn.

Detect. The glamor makes a Wisdom (Perception) check.
Gilded Tail Attack. The glamor makes a gilded tail attack.
Radiant Feathers (Costs 2 Actions). The glamor sheds some of its golden feathers, creating eleven glowing darts of radiant force. Each dart hits a creature of the glamor's choice that it can see within 120 feet. Each dart deals 10 (4d4) radiant damage to its target. The darts all strike simultaneously, and the glamor can direct them to hit one creature or several.

Glamor_Card.jpg
Glamor (Source)

Glamor, as a first sphere seraph, rests at the highest rank in the angelic hierarchy. Seraphim are the closest beings to the gods in existence and cannot be seen by mortals in the physical world under any circumstances.
Yet, since the dawn of history, there have been sporadic discoveries of statues depicting a massive six-winged snake traversing the heavens. Most likely these have some connection with The Book of Revelation, written by a long-dead sage whose name has been lost to history, and found in the last surviving copy of the ancient scriptures.
Of course, this means there must have been a sage capable of connecting to the celestial plane and conversing with a glamor through spiritual means.



Back to Main Page5e HomebrewCreatures