Homebrew:Celestial Lion

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Celestial lion is homebrew content intended for the Invisible Fortress campaign.

Celestial Lion

Large celestial, lawful good


Armor Class 23

Hit Points 305 (20d12 + 175)

Speed 50 ft.

Roll initiative! 11


STR DEX CON INT WIS CHA 30 (+10) 18 (+4) 26 (+8) 14 (+2) 18 (+4) 16 (+3)


Saving Throws STR +16, DEX +10, CON +14, INT +8, WIS +10, CHA +9

Damage Immunities Radiant

Damage Resistances Nonmagical attacks

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Skills Athletics +22, Perception +10, Investigation +8, Insight +10, Sleight of Hand +10, Arcana +8, History +8, Persuasion +9, Stealth +10, Survival +10

Senses Truesight 120 ft., Passive Perception 20

Languages Old Realm, plus five other languages

Challenge 20
Proficiency Bonus +6
Bane Weapon. Your attacks ignore immunity and resistance of abberations, fey, fiends, monstrosities, and undead.

Immaterial. Your default state is immaterial. Outside of Yu-Shan, you cannot be seen, heard, or interacted with except by other immaterial creatures. As an action, you can materialize and interact with the world normally, and you cannot take a bonus action or move on the same turn. Another action can return you to your immaterial state, provided you take no bonus action or move on the same turn. Within Yu-Shan, there is no distinction between immaterial and material.

Measure the Wind. You have advantage on Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) checks to detect hidden creatures. You can determine the rank within the Celestial Bureaucracy of a creature you can see without requiring any rolls or actions.

Spirit Cutting. If you are currently material, you can spend a bonus action to allow any action to affect immaterial celestials, abberations, fey, fiends, monstrosities, and undead on the same turn.

Stoke the Flame. Add +4 to all Charisma checks made in the furtherance of saving lives which are in imminent danger.

Excellenct Form. Add 1d10 to Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) and Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) checks. Add 1d10+5 to Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) checks. When you take the Dodge action, add 1d10+5 to your AC until the beginning of your next turn. You have advantage on melee attacks.

Divine Subordination. While defending heaven from attack and intrusion, all melee attacks and Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) checks are treated as having rolled a 20. Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) checks are treated as having rolled a 20.

Spirit. All of your attacks count as magical for the purposes of damage resistances and vulnerabilities.

Damaging Clinch. At the beginning of your turn, you deal 2d6 bludgeoning damage to one creature you have grappled. If this damage would reduce the creature to 0 hit points, you may have the damage be nonlethal.

Hardness. Reduce all nonmagical damage you take by 20. Reduce all magical damage you take by 10.

Actions Multiattack. You make one Bite attack and two Claws attacks.

Bite. Melee attack: +16 to hit, reach 10 ft., one target. Hit: 2d10 + 10 piercing damage.

Claws. Melee attack: +16 to hit, reach 10 ft., one target. Hit: 2d8 + 10 slashing damage.

Clinch. Make a grapple attack against a creature within 10 ft. of you, with a +5 to your Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check.

Essence Bite. Reaction (a creature deals damage to you): the triggering creature takes 2d10 radiant damage. You can use this action without spending a reaction if you deal 1d10 radiant damage instead. This counts as a 1st level evocation spell.

Hurry Home. You teleport to a location you are familiar with within 1 mile. The location you teleport to cannot be closer to an enemy you are in combat with than your current distance. You can only use this ability if you have less than 30 hit points. This counts as a 5th level conjuration spell.

Touch of Saturn. Melee attack: +16 to hit, reach 10 ft., one target. Hit: 8d8+10 slashing damage, and the target makes a Constitution saving throw DC 20. On failure, they are poisoned for 10 minutes. You can only use this action under orders from a superior.

Principle of Motion (Recharge 5–6). Bonus action: Until your next turn, you can take 6 legendary actions, instead of 3. On your next turn, you can use Multiattack twice.

Sheathing the Material Form (1/day). Increase your AC by 5 and increase the effect of your Hardness by 5, for 10 minutes.

Legendary Actions You can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Claw attack. Attack with Claws.

Bread of Weak Spirit. Deal 7d6 radiant damage to one willing or incapacitated celestial, elemental, fiend, or undead adjacent to you and reduce its maximum hit points by the same amount until it takes a long rest. Increase your maximum hit points by that much and heal for twice that many hit points.

Move. Move half your speed.

Regalia of Authority (Recharge 5–6). Each creature of your choice within 60 ft. who you have observed violating one of Yu-Shan's laws must make a Charisma saving throw DC 18. On failure, they are charmed by you for 1 hour and view you as a superior. Creatures with less than CR 20 or level 15 have disadvantage on the roll. This counts as a 6th level enchantment spell. This effect can be ended early with remove curse.

Description

Unless a celestial lion forsakes its office, it is incorruptible, and are immune to any effects which would force them to do so (if it is subjected to an effect which can manipulate its actions and then that effect would later force them to take an action it would be immune to, the effect ends instead). It can, however, be tricked or deceived.

Celestial lions serve as heaven's police force. Nine of them are stationed at each of Yu-Shan's 61 gateways (6 inside the gate and 3 outside), they guard various locations in Yu-Shan, and they respond to calls for situations both big and small. Despite being incorruptible, centuries of dealing with petty complaints and doing a thankless job had made them cynical. Yet despite their cynicism, they remain proud and will devour any who do not give them their due respect.