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
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.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
- Altered stat blocks. Now a rework.