Hierozoan (5e Creature)

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Hierozoan[edit]

Small celestial, neutral good


Armor Class 12
Hit Points 7 (3d6 - 3)
Speed 20 ft., fly 70 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 9 (-1) 4 (-3) 11 (+0) 13 (+1)

Saving Throws Dex +4, Cha +3
Proficiency Bonus +2
Damage Vulnerabilities cold, necrotic
Damage Resistances fire, force, lightning
Damage Immunities poison, radiant, thunder; bludgeoning, slashing, and piercing from nonmagical attacks
Condition Immunities grappled, paralyzed, petrified, poisoned, restrained, stunned
Senses passive Perception 10
Languages
Challenge 1/2 (100 XP)


Deaf. The hierozoan has no hearing faculties, and is thus always deafened.

Innate Spellcasting. The hierozoan's spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, faerie fire, inflict positive energy, light, sacred flame, spare the dying
On recharge: cure wounds (Recharge 4-6), guiding bolt (Recharge 5-6)
1/day: greater restoration

ACTIONS

Heal. The heliozoan casts heal using its spellcasting ability. This consumes the hierozoan's entire being in the process, killing it instantly.


Hierozoans reside in the positive energy plane, naturally accustomed to the region's intense levels of energy. These creatures operate on an instinctual sense of positivity, seeking to assist that which it senses as good and harm that which it senses as evil. Hierozoans are for the most part a wild species of creature, but can be trained to obey a master's command, and—if the hierozoan's bond is strong enough—lay down its life to save its master from certain death by unleashing the positive energy that sustains it.

Hierozoans subsist off of the positive energy present throughout their home plane, and will typically die from lack of sustenance within a matter of hours if taken outside the positive energy plane.

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