Temperantia (5e Creature)

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Design Note: It is recommended that you use the "climb onto a bigger creature" optional rule (DMG p. 271) with this creature.

Temperantia[edit]

Gargantuan celestial (auditio), lawful good


Armor Class 22 (natural armor)
Hit Points 369 (18d20 + 180)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 25 (+7) 26 (+8) 24 (+7)

Saving Throws Str +18, Con +18, Wis +16
Skills Athletics +18, Insight +16, Intimidation +15, Perception +16
Proficiency Bonus +8
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 26
Languages all, telepathy 120 ft.
Challenge 25 (75,000 XP)


Angelic Weapons. The auditio's weapon attacks are magical. When the auditio hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Arms of the Faithful. Temperantia has two gigantic tree-like arms. Whenever Temperantia takes 75 or more damage in a single turn from attacks made by creatures in the same space as him, one of his arms is severed.

Divine Awareness. The auditio knows if it hears a lie.

Divine Fortress. Temperantia can only be killed by a close blow to his head. If he is reduced to less than 75 hit points by damage not caused by an attack from a creature in the same space as him, he instead remains at 75 hit points.

Innate Spellcasting. Temperantia's spellcasting ability is Charisma (spell save DC 23). Temperantia 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, control weather

Legendary Resistance (3/Day). If Temperantia fails a saving throw, he can choose to succeed instead.

Tornado. A tornado fills the air in a 120 ft. cylinder centered on Temperantia while he is not incapacitated. Fog, smoke and other gases cannot form in the tornado, nor can Medium or smaller creatures or objects cannot fly within it. Ranged weapon attacks made against targets within the tornado automatically miss. Creatures in gaseous form cannot move into, or within, the tornado. Temperantia can dismiss or conjure this effect at the start of his turn.

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

ACTIONS

Multiattack. If Temperantia has two arms, he makes makes a whirlwind slam attack. It he is not grappling anything, he then makes a grab attack. If he can, he then uses his volley.

If Temperantia has one arm, he makes a grab attack or a whirlwind slam attack. If he can, he then uses its volley.

If temperantia has no arms, he uses his volley twice.

Whirlwind Slam. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage plus 9 (2d8) thunder damage plus 31 (7d8) radiant damage.

Grab. Melee weapon attack: +18 to hit, reach 30 ft., one target. Hit: 14 (1d8 + 10) bludgeoning damage plus 31 (7d8) radiant damage, and the target is grappled by Temperantia.

Volley. (Recharge 4–6) A burst of darts flashes from Temperantia's fingertips or eyes, towards a point within 60 feet of Temperantia. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw. A target takes 31 (7d8) thunder damage and 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.
If Temperantia has one arm or no arms, the volley deals 9 (2d8) thunder damage and 31 (7d8) radiant damage instead.
If Temperantia has no arms, the volley may instead be centered on Temperantia, in a 40-foot-radius sphere. It then recharges immediately.


LEGENDARY ACTIONS

Temperantia 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. Temperantia regains spent legendary actions at the start of its turn.

Detect. Temperantia makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Thunderwave. Temperantia casts thunderwave.
Tongue. Melee Weapon Attack: +18 to hit, reach 0 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 31 (7d8) radiant damage.

Temperantia_Card.jpg
Temperantia, Manipulator of Wind (Source)

Temperantia is a colossal angel, a living fortress, and the true embodiment of the Cardinal Virtue of Temperance. Its body is over 100 feet tall, armored in exquisite celestial gold plates. It lacks legs, instead hovering within a tornado it conjures to wreak havok on lands of darkness. Two immense tree-like arms are affixed by ball joints of sizzling energy. Each ends in four segmented fingers, each fingertip a cannon than can rapidly shoot blazing darts of divine wind and light. A halo of the First Circle glows within the swirling clouds above.
Most blows to Temperantia are like waves crashing against a castle wall. Its vulnerability is its angelic countenance, embedded in its upper torso. The face itself can shoot beams from its eyes and forehead; or lash at foes with a black many-tentacled tongue.

Manipulator of Wind

The tornado surrounding Temperantia has its own hazards not directed by the angel itself. Objects of Large size or smaller are flung around, including slabs of rock torn from the ground. At the DM's discretion, creatures in its area of effect may (at the start of their turn) require Dexterity saving throws to avoid being hit by debris, or Strength saving throws to avoid being pushed by the gale.

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