Logos (5e Creature)

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Huge celestial, lawful neutral

Armor Class 17 (natural armor)
Hit Points 262 (25d12 + 100)
Speed 0 ft., fly 50 ft. (hover)

10 (+0) 16 (+3) 19 (+4) 1 (-5) 21 (+5) 1 (-5)

Saving Throws Str +6, Int +1, Cha +1
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, radiant
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses truesight 120 ft., passive Perception 15
Languages Correspondence
Challenge 18 (20,000 XP)

Living Fire. A creature that touches the logos, starts its turn within 5 feet of it, or hits it with a melee attack while within 15 feet of it takes 6 (1d12) fire damage plus 6 (1d12) radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Illumination. The logos sheds bright light in a 50-foot radius and dim light for an additional 50 feet.

Innate Spellcasting. The logos' innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: locate creature
3/day: commune, incendiary cloud, plane shift
1/day: divine word

Rekindle. Instead of dying if reduced to 0 hit points, the logos becomes diminished; it is unconscious and cannot be damaged. 3 days after this happens, the logos returns to life with all of its hit points; the only way this can be prevented is if a creature stands within 10 feet of the logos and uses the spell wish to extinguish it while it has yet to recover.


Multiattack. The logos uses its Fiery Burst five times.

Fiery Burst. The logos launches three motes of holy fire which each fly towards a target of its choosing within 150 feet; these motes can be directed towards one target or several, as long as they are each within 20 feet of another target. Each target makes a DC 20 Dexterity saving throw, taking 3 (1d6) fire damage plus 3 (1d6) radiant damage on a failed save or half as much damage on a success. The motes all strike simultaneously.
Additionally, each creature within 20 feet which can see the logos must make a DC 16 Constitution saving throw, being blinded for 1 minute on a failed save, or becoming immune to being blinded this way until the end of its next turn on a success. A creature can remake this Constitution save at the start of each of its turns, ending the effect on itself on a success.

The logoi are living flame, commandments of the laws of suns, utterances of fire and glory. They are decrees, they are statements about how the world should be, they are giant wheels of spinning fire. At the logos' core, angles of fierce light burn: charred and glowering sigil-skeletons. The main symbol can be translated as "To Become Fire Rather Than Be Burned".

Variant: The Fire that Follows

A unique logos which relentlessly hunts down lesser beings who learn the secrets of the suns and manifests as electric blue flames. Aside from the following differences, the fire that follows is identical to normal logoi: it has an Intelligence score of 14, an AC of 18, the spell fire storm instead of plane shift, and can cast scrying once per day.
As an action, the fire that follows can choose a location it is aware of; this can be a general destination, or a specific creature or object it knows the location of. It then casts fire storm, which forms a symbol of the Correspondence at that location. The fire that follows appears at that location at the start of its next turn. It must complete a long rest to use this action again.

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