Temperance (5e Creature)

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Temperance[edit]

Gargantuan celestial (sequi), lawful good


Armor Class 21 (natural armor)
Hit Points 234 (12d20 + 108)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 28 (+9) 24 (+7) 25 (+7) 23 (+6)

Saving Throws Str +16, Con +16, Wis +14
Skills Athletics +16, Insight +14, Perception +14
Proficiency Bonus +7
Damage Resistances radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)


Angelic Weapons. Temperance's weapon attacks are magical. When Temperance hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Arms of the Faithful. Temperance has two gigantic tree-like arms. Whenever Temperance takes 50 or more damage in a single turn from attacks made by creatures in the same space as it, one of its arms is severed.

Divine Awareness. Temperance knows if it hears a lie.

Innate Spellcasting. Temperance's spellcasting ability is Charisma (spell save DC 21). Temperance can innately cast the following spells, requiring only verbal components.

At will: detect evil and good, thunderwave
3/day each: calm emotions, dispel evil and good
1/day each: commune

Legendary Resistance (1/Day). If Temperance fails a saving throw, it can choose to succeed instead.

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

ACTIONS

Multiattack. Temperance makes two attacks with its whirlwind slam (up to once per arm it has remaining), or radiant bolt. If it can, it then uses its volley.

Whilrwind Slam. Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 23 (2d8 + 9) bludgeoning damage plus 9 (2d8) thunder damage plus 18 (4d8) radiant damage.

Radiant Bolt. Ranged Weapon Attack: +11 to hit, reach 400 ft., one target. Hit: 18 (4d8) radiant damage.

Volley (Recharge 4–6). A burst of darts flashes from Temperance's fingertips or eyes, towards a point within 120 feet of Temperance. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. A target takes 18 (4d8) thunder damage and 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
If Temperance has one arm or no arms, the volley deals 9 (2d8) thunder damage and 18 (4d8) radiant damage instead.


LEGENDARY ACTIONS

Temperance can take 2 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. Temperance regains spent legendary actions at the start of its turn.

Detect. Temperance makes a wisdom (Perception) check or a wisdom (Insight) check.
Radiant Bolt. Temperance attacks with its radiant bolt.

Temperantia_Card.jpg
Temperance, Sequi of Temperantia (Source)

Created in the image of Temperantia, Temperance is a colossal angel. Its body is over 100 feet tall, armored in exquisite celestial gold plates. It lacks legs, instead hovering and delivering attacks from afar. Two immense tree-like arms are affixed by ball joints of sizzling energy, each ending in four segmented fingers, each fingertip a cannon that can rapidly shoot blazing darts of divine wind and light.

5.00
(3 votes)

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