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Celestial Spirit, SL 5

Celestial Spirit, SL 5 Large Celestial, Spellcasting Mod +1, Neutral Good CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 54 (6d8+12)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Actions

Multiattack. The spirit makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 6

Celestial Spirit, SL 6 Large Celestial, Spellcasting Mod +1, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 64 (8d8+16)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 5 (1,800 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 7

Celestial Spirit, SL 7 Large Celestial, Spellcasting Mod +1, Neutral Good CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 74 (9d8+18)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 8

Celestial Spirit, SL 8 Large Celestial, Spellcasting Mod +1, Neutral Good CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 84 (10d8+20)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 8 (3,900 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 9

Celestial Spirit, SL 9 Large Celestial, Spellcasting Mod +1, Neutral Good CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 94 (11d8+22)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 5

Celestial Spirit, SL 5 Large Celestial, Spellcasting Mod +2, Neutral Good CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 55 (6d8+12)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Actions

Multiattack. The spirit makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 6

Celestial Spirit, SL 6 Large Celestial, Spellcasting Mod +2, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 65 (8d8+16)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 5 (1,800 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 7

Celestial Spirit, SL 7 Large Celestial, Spellcasting Mod +2, Neutral Good CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 75 (9d8+18)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 8

Celestial Spirit, SL 8 Large Celestial, Spellcasting Mod +2, Neutral Good CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 85 (10d8+20)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 8 (3,900 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 9

Celestial Spirit, SL 9 Large Celestial, Spellcasting Mod +2, Neutral Good CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 95 (11d8+22)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 5

Celestial Spirit, SL 5 Large Celestial, Spellcasting Mod +3, Neutral Good CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 56 (7d8+14)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Actions

Multiattack. The spirit makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 6

Celestial Spirit, SL 6 Large Celestial, Spellcasting Mod +3, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 66 (8d8+16)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 5 (1,800 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 7

Celestial Spirit, SL 7 Large Celestial, Spellcasting Mod +3, Neutral Good CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 76 (9d8+18)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 8

Celestial Spirit, SL 8 Large Celestial, Spellcasting Mod +3, Neutral Good CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 86 (10d8+20)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 9

Celestial Spirit, SL 9 Large Celestial, Spellcasting Mod +3, Neutral Good CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 96 (12d8+24)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 5

Celestial Spirit, SL 5 Large Celestial, Spellcasting Mod +4, Neutral Good CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 57 (7d8+14)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Actions

Multiattack. The spirit makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 6

Celestial Spirit, SL 6 Large Celestial, Spellcasting Mod +4, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 67 (8d8+16)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 5 (1,800 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 7

Celestial Spirit, SL 7 Large Celestial, Spellcasting Mod +4, Neutral Good CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 77 (9d8+18)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 8

Celestial Spirit, SL 8 Large Celestial, Spellcasting Mod +4, Neutral Good CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 87 (10d8+20)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 9

Celestial Spirit, SL 9 Large Celestial, Spellcasting Mod +4, Neutral Good CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 97 (12d8+24)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 5

Celestial Spirit, SL 5 Large Celestial, Spellcasting Mod +5, Neutral Good CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 58 (7d8+14)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Actions

Multiattack. The spirit makes 2 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (2d6+8) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +7 to hit, Range 150/600 ft.
Hit. 14 (1d10+8) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 14 (2d8+5) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 6

Celestial Spirit, SL 6 Large Celestial, Spellcasting Mod +5, Neutral Good CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 68 (8d8+16)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 5 (1,800 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (2d6+9) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +8 to hit, Range 150/600 ft.
Hit. 15 (1d10+9) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 15 (2d8+6) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 7

Celestial Spirit, SL 7 Large Celestial, Spellcasting Mod +5, Neutral Good CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 78 (9d8+18)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Actions

Multiattack. The spirit makes 3 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (2d6+10) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +9 to hit, Range 150/600 ft.
Hit. 16 (1d10+10) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 16 (2d8+7) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 8

Celestial Spirit, SL 8 Large Celestial, Spellcasting Mod +5, Neutral Good CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 88 (11d8+22)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (2d6+11) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +10 to hit, Range 150/600 ft.
Hit. 17 (1d10+11) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 17 (2d8+8) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Celestial Spirit, SL 9

Celestial Spirit, SL 9 Large Celestial, Spellcasting Mod +5, Neutral Good CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 98 (12d8+24)
  • Speed 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:Radiant

Condition Immunities:charmed, frightened

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Actions

Multiattack. The spirit makes 4 Attacks.

Radiant Bow (Avenger Only). Ranged Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (2d6+12) Radiant damage.

Radiant Mace (Defender Only).Melee Weapon Attack. +11 to hit, Range 150/600 ft.
Hit. 18 (1d10+12) Radiant damage and the celestial can choose itself or another creature it can see within 10ft of the target, granting it temporary hit points equal to the damage dealt, provided it doesn't already have any Temp HP.

Healiing Touch (1/day). The celestial touches another creature. The target magically regains 18 (2d8+9) HP.

Legendary Actions

When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.