Celestial Exile


 

Celestial Exile, CR 5

Medium celestial, neutral good
Armor Class 17
Hit Points 112 ( 15d8+45 )
Spell Points
Speed 30ft

STR

18
+4

DEX

16
+2

CON

17
+3

INT

17
+3

WIS

15
+2

CHA

17
+3

Proficiency Bonus 3
Skills Deception 1d20+6 , Insight 1d20+5 , Medicine 1d20+5 , Perception 1d20+5 , Stealth 1d20+5
Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The exile's innate spellcasting ability is Charisma (Spell Save DC 14), ( 1d20+6 ) to hit with Spell Attacks). It can innately cast the following spells, requiring no Components :   At will: Cure Wounds, Dancing Lights, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Nondetection, Protection from Evil and Good 3/day each: Detect Thoughts, Dimension Door, Lesser Restoration, Pass Without Trace, Scry, Zone of Truth 1/day each: Daylight, Dispel Evil and Good, Find the Path Revivify

Special Abilites

Magic Resistance. The exile has Advantage on saving throws against spells and other magical effects.

Actions

Talons (True Form Only). Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Slashing Damage.   Change Shape. The exile magically polymorphs into a Small or Medium Humanoid, or back into its true form. Its statistics are the same in each form. Any equipment its is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Etherealness. The exile magically enters the Ethereal Plane from the Material Plane, or vice versa.   Invisible Passage. The exile magically turns invisible until it attacks or casts a spell, or until its Concentration ends (as if concentrating on a spell). While invisible, ilt eaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it.   Cast a Spell. The exile casts a spell from its list of innate spells available.

Legendary Actions

The exile can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The exile regains spent epic actions at the start of its turn.   Talons. The exile makes one attack with its talons.   Turn Invisible. The exile uses its Invisible Passage ability.   Etherealness (Costs 2 Actions). The exile uses its etherealness ability.   Cast a Spell (Costs 3 Actions). The exile casts a spell from its list of innate spells available.



 
 

Item drops

Treasure Drops


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