Glamor (5e Creature)
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Glamor[edit]
Gargantuan celestial (seraphim), lawful good Armor Class 22 (natural armor)
Saving Throws Dex +12, Con +14, Wis +14, Cha +16 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) 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. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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. |
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