Savior Lumen
Large Celestial chaotic good
- Armor Class: 15
- Hit Points: 114 (12d10+48)
- Speed: walk 20 ft. burrow 20 ft. fly 50 ft. swim 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 3, page 335
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
20 (+5) |
18 (+4) |
10 (+0) |
15 (+2) |
16 (+3) |
- Saving Throws: Con +7, Wis +5, Cha +6
- Skills: perception +2
- Damage Immunities: poison
- Damage Resistances: acid, bludgeoning, cold, fire, piercing, radiant, slashing
- Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses: darkvision 120', passive Perception 15
- Languages: Celestial, Common, telepathy 60'
Special Abilities
- Amphibious: Can breathe air and water.
- Fleeting Memory: When it leaves creature's sight creature must make DC 16 Wis save or remember swarm only as softly glowing lights.
- Illumination: Bright light in 20' radius and dim light an extra 20'.
- Immortal Nature: Doesn't require food drink or sleep
- Magic Resistance: Advantage: spell/magic effect saves.
- Swarm: Can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny celestial. Can't regain hp or gain temp hp.
- Team Effort: Considered to be a single Large creature to determine its carrying capacity and has advantage on Str checks made to push pull lift or break objects.
Actions
- Flurry of Tools: Melee Weapon Attack: +8 to hit 0' 1 tgt in the swarm's space. 10 (4d4) bludgeoning damage + 10 (4d4) piercing damage and 10 (4d4) slashing damage or 5 (2d4) bludgeoning damage + 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer.
- Dismantle: Destroys up to a 5 ft. cube of nonmagical debris structure or object that isn't being worn or carried.
- Spellcasting: Cha (DC 14) no material components: At will: floating disk mending spare the dying3/day ea: gentle repose knock sending1/day ea: locate creature passwall
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