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Naadir

Naadir is the most senior member of the Shards of Selune, having served the goddess of the moon for thousands of years. After Shar's Shroud was taken from the Sanctum of Loss, the Shard was sent to the material plane to return balance to the area and mete justice upon those who had wreaked the ensuing havoc. However, upon touching the cloak, Naadir's divine powers began to slowly dissipate, and her connection to Selune was cut off. As an emissary of Shar's enemy, Naadir was also cut off from entry into the Sanctum of Loss.   Her powers weakening, the angel sought alternative methods to intern the Shroud back in the Sanctum, but with her considerable powers weakened, she was unable to transport inside, and instead, began a 16 year long journey wandering the outer planes with the artifact. All the while, the Shroud drained her energy, until she returned suddenly to the material plane, near death.   The giants atop the mountain attempted to help, but Naadir continues to weaken, and her mission to return the Shroud and mete justice has still not been completed.

Divine Domains

Moonlight, Fire, Guidance, Justice

Divine Symbols & Sigils

The symbol of Selune, two eyes surrounded by seven stars.
Divine Classification
Angel
Children

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Shard of Selune CR: 16

Large celestial, angel, lawful good
Armor Class: 19
Hit Points: 200hp (16d10+112) 16d10+112
Speed: 40 ft , fly: 120 ft

STR

24 +7

DEX

20 +5

CON

24 +7

INT

19 +4

WIS

22 +6

CHA

25 +7

Saving Throws: Constitution +12, Wisdom +11, Charisma +12
Skills: Perception +11
Damage Vulnerabilities: Necrotic
Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Truesight 120 Ft., passive Perception 21
Languages: All, Telepathy 120 Ft.
Challenge Rating: 16

Innate Spellcasting. The Shard's spellcasting ability is Charisma (spell save DC 20), and can cast it's spells without requiring any material components.

At will: detect evil and good, invisibility (self only)

1/day: commune, control weather, insect plague

3/day: blade barrier, dispel evil and good, flame strike, raise dead


Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Divine Awareness. The planetar knows if it hears a lie. Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Shared makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d6 + 7) 4d6+7 slashing damage plus (5d8) 5d8 radiant damage.

Healing Touch (4/Day). The Shard touches another creature. The target magically regains 30 (6d8 + 3) 6d8+3 hit points and is freed from any curse, disease, poison, blindness, or deafness.

A Shard is a divinely anointed angel of Selune, doing the goddess' will across the planes and warring with the minions of Shar.

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