The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (Part 2)

http://vignette2.wikia.nocookie.net/sfery/images/e/e0/75104.jpeg/revision/latest?cb=20131030101001

Yes, their hair is on fire.

There’s more to the Eladrin Court beyond a small handful of celestial defenders!  Here’s some more CG beings of Arborea for your Planar D&D games!  You can find the first part here.

NOVIERE

Medium Celestial, Chaotic Good

Armor Class 14 (natural armor)

Hit Points 46 (6d8+18)

Speed 30 ft., Swim 60 ft.

STR – 17 (+3), DEX – 16 (+3), CON 16 (+3), INT 15 (+2), WIS 14 (+2), CHR 17 (+3)

Saving Throws. Intelligence +4, Charisma +5

Condition Immunities. Petrification, Poisoned

Damage Resistances. Cold, Acid, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongue)

Challenge. 5 (1,800 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Tongues. By spending an action, the Noviere is able to communicate with any creature capable of speech.

Spell-like ability. Charisma is casting stat, save is equal to 14

At-Will: Daylight, Detect Good and Evil, Mirror Image, Shape Water

1/Day (each): Cure Wounds (cast at level 3 spell), charm person, water breathing, water walk

Clerical Spells. The Noviere casts spells as if like a level 6 cleric.

Orisons Guidance, Mending, Thaumaturgy

Lv. 1 Bless, Cure Wounds, Fog Cloud, Thunderwave

Lv. 2 Aid, Gust of Wind, Shatter

Lv. 3 Call Lightning, Sleet Storm, Water Walk

ACTIONS

Multiattack. The Noviere may attack with Trident up to 2 times. In Dolphin form, the Noviere may use Slam twice.

Trident (Noviere form only). Melee Weapon Attack. To Hit +8, Reach 5 ft., one Target. HIT: 1d8+5 piercing damage.

Radiant Wrath (Noviere form only). Once per round, the Noviere may infuse radiant energy into a target hit with Trident. This target receives an extra 1d6 radiant damage.

Dolphin Form. As an action, the Noviere can take the form of a Whirlwind like creature (or return to original form). Either of these forms gain specific attacks unique to that form. However, either form can use spell-like abilities.

Water Bolt. Ranged Spell Attack, 60 ft. Line, Save versus Dexterity for half. Hit: 3d6 bludgeoning damage + 1d6 cold damage.

Slam (Dolphin form only.) Melee Weapon Attack, To Hit +7, Reach 5 ft., one target. Hit:1d10+4 bludgeoning damage. Targets must make a DC 14 Dexterity saving throw or be bullrushed 15 ft.

SHIERE

Medium Celestial, Chaotic Good

Armor Class 17 (20 while in Mounted Combat)

Hit Points 90 (12d8+36)

Speed 40 ft., Flight 80 ft. (Light form only)

STR – 22 (+6), DEX – 16 (+3), CON 16 (+3), INT 14 (+2), WIS 18 (+4), CHR 17 (+3)

Saving Throws. Dexterity +7, Intelligence +6

Condition Immunities. Petrification, Poisoned

Damage Resistances. Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongues)

Challenge. 10 (5,900 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Gaze (Recharge 5 or 6). Once per round, may use a bonus action to gaze at a target within 30 ft., they must make a Charisma saving throw (DC 16) or be frightened for 1 minute, until they succeed saving throw at the end of their turn.

Tongues. By spending an action, the Shiere is able to communicate with any creature capable of speech.

Mounted Combat. The Shiere typically fights on top of their Celestial Warhorse, gaining bonuses from doing so.

Protective Aura. The Shiere shields itself and its allies with a continuous effect that works like Protection from Good and Evil spell. This affects all allies of the Shiere within 20 ft. of it.

Spell-like ability. Charisma is casting stat, save is equal to 16.

At-Will: Color Spray, Daylight, See Invisibility

1/Day (each): Cone of Cold, Wall of Ice, Spiritual Weapon

ACTIONS

Multiattack. The Shiere may attack with either their Holy Battle Axe or Holy War Lance up to three times.

Holy Battle Axe (Shiere form only). Melee Weapon Attack. To Hit +12, Reach 5 ft., one target. HIT: 2d6+7 slashing damage.

Holy War Lance. Melee Weapon Attack. To Hit +12, Reach 5 ft., one target. HIT: 1d8+7 piercing damage. When charging and on a mount, the damage is doubled. If the Shiere still has movement left, the target is also pushed that remaining movement as well.

Light Form. As an action, the Shiere can take the form of an orb of light. While in this form, the Coure is immune to damage from non-magical weapons and resistant to all other damage. It creates a 30 ft. light source and can phase through solid surfaces. It cannot attack in this form.

Celestial Warhorse

Use the stats for the Warhorse found in the Monster Manual (page. 340 and give it immunity to poison and lightning damage and the petrified condition, as well as resistance to cold and acid damage. It can also gains a fly speed of 60 ft.

SHIRADI

Large Celestial, Chaotic Good

Armor Class 18 (natural armor)

Hit Points 152 (16d10+64)

Speed 40 ft., Flight 80 ft. (Cloud form only)

STR – 20 (+5), DEX – 16 (+3), CON 18 (+4), INT 15 (+2), WIS 16 (+3), CHR 18 (+4)

Saving Throws. Dexterity +7, Intelligence +8, Charisma +8

Condition Immunities. Petrification, Poisoned

Damage Resistances. Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongues)

Challenge. 14 (11,500 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Protective Aura. The Ghaele shields itself and its allies with a continuous effect that works like Protection from Good and Evil spell. This affects all allies of the Ghaele within 20 ft. of it.

Gaze (Shiradi Form Only; Recharge 5 or 6). Once per round, may use a bonus action to gaze at a target with 30 ft., they must make a Charisma saving throw (DC 18) or be frightened for 1 minute, until they succeed saving throw at the end of their turn.

Tongues. By spending an action, the Shiradi is able to communicate with any creature capable of speech.

Dispelling Aura. The Shiradi shields itself and its allies from harmful effects. All enemies within 30 ft. suffer disadvantage on Dispel Magic or related effects.

Spell-like ability. Charisma is casting stat, save is equal to 18

At-Will: Bless, Detect Good and Evil, Dispel Magic (cast as 6th level spell slot), Divine Favor, Lesser Restoration, Remove Curse

1/Day (each): Dispel Magic (cast as 9th level spell slot), Heal

ACTIONS

Multiattack. The Shiradi may attack with Striking Chain up to 3 times. In Cloud form, it may use Light Shard Strike up to 3 times.

Striking Chain (Shiradi form only). Melee Weapon Attack. To Hit +11, Reach 15 ft., one target. HIT: 2d4+6 bludgeoning damage. If the target is hit, you may use a bonus action to try to trip the target vs. a Dexterity saving throw (DC 18)

Holy Smite. Once per round, you may add 2d6 radiant damage to a successful Striking Chain attack.

Cloud Form. As an action, the Shiradi can take the form of a big cloud (or return to original form). Either of these forms gain specific attacks unique to that form. However, either form can use spell-like abilities.

Light Shard Strike (Cloud form only). Melee Spell Attack, To Hit +8, Reach 10 ft., one target. Hit: 3d6 radiant damage. In addition, hit targets are treated as if hit with Dispel Magic (cast as 6th level spell.)

TULANI

Medium Celestial, Chaotic Good

Armor Class 20 (natural armor)

Hit Points 190 (20d8+100)

Speed 40 ft., Flight 80 ft. (Light form only)

STR – 17 (+3), DEX – 16 (+3), CON 20 (+5), INT 17 (+3), WIS 18 (+4), CHR 19 (+4)

Saving Throws. Dexterity +7, Intelligence +8, Charisma +8

Condition Immunities. Charm, Paralyzed, Petrified, Poisoned

Damage Resistances. Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongues)

Challenge 19 (22,000)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Planar Sight. The Tulani has Detect Good and Evil active at all times.

Gaze (Tulani Form Only; Recharge 5 or 6). Once per round, may use a bonus action to gaze at a target within 60 ft., they must make a Charisma saving throw (DC 19) or be frightened for 1 minute, until they succeed saving throw at the end of their turn.

Tongues. By spending an action, the Tulani is able to communicate with any creature capable of speech.

Bardic Song. The Tulani has powers over magical music. It gains the Bardic Inspiration ability as if it were a 15th level bard. They can also use Combat Inspiration from the College of Valor. It can use this ability at-will, rather than the typical bard restrictions.

Spell-like ability. Charisma is casting stat, save is equal to 19

At-Will: Aid, Bless, Detect Good and Evil, Detect Poison and Disease, Dispel Magic (cast as 6th level spell slot), Divine Favor, Lesser Restoration, Remove Curse

1/Day (each): Dispel Magic (cast as 9th level spell slot), Greater Restoration, Heal

ACTIONS

Multiattack. The Tulani may attack with Brilliant Longsword up to 3 times. In Light form, it may use Dream Ray up to 3 times.

Brilliant Longsword(Tulani form only). Melee Weapon Attack. To Hit +12, Reach 5 ft., one target. HIT: 1d8+6 slashing damage.

Holy Smite. Once per round, when the Tulani hits with Brilliant Longsword, the attack deals an extra 2d6 radiant damage.

Light Form. As an action, the Tulani can take the form of a big Light (or return to original form). Either of these forms gain specific attacks unique to that form. However, either form can use spell-like abilities.

Dream Ray (Light Form Only). Ranged Spell Attack. To Hit +10, Ranged 60 ft./300 ft., one target. Hit: 2d8+4 psychic damage. The target’s maximum HP is reduced by the damage dealt. Targets brought down to 0 HP are in a comatose state, rather than death. Affected players can still stabilize in this state, but remain unconscious as long as they are affected by the drain. They cannot leave this state until Greater Restoration is cast upon them, in which they still remain at 0 HP but are stabilized as normal. If targets’ maximum is not drained to 0 HP, the HP drain lasts until the target takes a long rest instead.

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One thought on “The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (Part 2)

  1. Pingback: The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (PART 1) | Daemons & Deathrays

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