Summon Celestial

5th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (a golden reliquary worth at least 500 gp)
Duration: (C) 1 hour

Target. An unoccupied space that you can see within range.
Effect. You call forth an celestial spirit. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose the creature's form: Angel, Archon, Couatl, or Unicorn. The spirit resembles celestial creature with the chosen form, which determines the Celestial Spirit stat block it uses. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its Move to avoid danger.
At Higher Levels. Use the higher level wherever the spell's level appears in the stat block.

Angelic Celestial Spirit

Large Celestial, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)17 (+3)18 (+4)

Skills Insight +3 + PB, Perception +3 + PB
Damage Resistances fire, necrotic, radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 13 + PB
Languages Celestial, understands the languages you speak, telepathy 120 ft.

Traits

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

Actions

Multiattack. The celestial makes a number of attacks equal to one third of this spell's level (rounded up). It can replace one of these attacks with a use of its Healing Touch.

Radiant Arsenal. Melee or Ranged Weapon Attack: +Spell Attack modifier to hit, reach 5 ft. or range 150/600 ft, one target. Hit: 1d10 + 3 + Spell Level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day for every 3 spell levels). The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5, plus 1 more for each spell level above 5th. The touch removes all diseases and neutralizes all poisons afflicting the target.

Archon Celestial Spirit

Large Celestial, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)17 (+3)18 (+4)

Skills Insight +3 + PB, Performance +4 + PB
Damage Resistances psychic, radiant, thunder
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, understands the languages you speak, telepathy 120 ft.

Traits

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

Actions

Multiattack. The celestial uses its Trumpet Blast a number of times equal to one third of this spell's level (rounded up). It can replace one of these attacks with a use of its Healing Touch.

Trumpet Blast. A creature who can hear you within 90 feet must make a DC Caster Spell Save DC Constitution saving throw or take 1d10 + 3 + Spell Level thunder damage, or half as much damage on a successful save. A creature who fails the saving throw is Deafened and Silenced until the end of its next turn.

Healing Touch (1/Day for every 3 spell levels). The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5, plus 1 more for each spell level above 5th. The touch removes all diseases and neutralizes all poisons afflicting the target.

Couatl Celestial Spirit

Large Celestial, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)17 (+3)18 (+4)

Skills Insight +3 + PB, Perception +3 + PB
Damage Resistances radiant
Damage Immunities psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 13 + PB
Languages Celestial, understands the languages you speak, telepathy 120 ft.

Traits

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

Constrict. Creatures the celestial Grapples are Restrained, but it can only Grapple a single creature.

Actions

Multiattack. The celestial makes a number of attacks equal to one third of this spell's level (rounded up). It can replace one of these attacks with a use of its Healing Touch.

Bite. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + Spell Level piercing damage plus 1d4 poison damage, and the creature must make a DC Caster Spell Save DC Constitution saving throw or become Poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success. If a creature fails the saving throw by 5 or more, the poison lasts for 24 hours, it does not save at the end of each turn, and it falls Unconscious until it takes damage or a creature uses its Action to wake it. Fiends and undead who are immune to poison can still be affected by this poison.

Healing Touch (1/Day for every 3 spell levels). The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5, plus 1 more for each spell level above 5th. The touch removes all diseases and neutralizes all poisons afflicting the target.

Unicorn Celestial Spirit

Large Celestial, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)17 (+3)18 (+4)

Skills Insight +3 + PB, Perception +3 + PB
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses darkvision 120 ft., passive Perception 13 + PB
Languages Celestial, understands the languages you speak, telepathy 120 ft.

Traits

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

Radiant Charge. If the celestial moves at least 20 feet straight towards a target and then hits it within a horn attack on the same turn, the target takes an extra 2d6 radiant damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC Caster Spell Save DC Strength saving throw or be knocked Prone.

Actions

Multiattack. The celestial makes a number of attacks equal to one third of this spell's level (rounded up). It can replace one of these attacks with a use of its Healing Touch.

Horn. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + Spell Level piercing damage.

Healing Touch (1/Day for every 3 spell levels). The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5, plus 1 more for each spell level above 5th. The touch removes all diseases and neutralizes all poisons afflicting the target.

Source: TCE 110

Changelog