Glory Archons are powerful celestial creatures, often servants of the deities themselves. However, their writ of cause is often wide enough that they have the initiative to head out and increase the worship of their deity in the world, in ways of their own choosing.
Glory archons often set up and drive crusades, inspire the building of cathedrals and other places of worship in the wilderness, and whip up hatred and zealots against enemies of their faith. When not participating in the Celestial Choir, they often disguise themselves and wander the earth seeking faithful followers to reward, and sinners to punish. Hooks:
GLORY ARCHON Large celestial, lawful good Armour Class 16 (natural armour) Hit Points 152 (16d10 + 64) Speed 30ft., fly 90ft. Str 18 (+4); Dex 17 (+3); Con 18 (+4); Int 19 (+4); Wis 20 (+5); Cha 24 (+7) Proficiency bonus +4 Skills Intimidate +11, Intuition +9, Performance +11, Persuasion +11 Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, exhausted, frightened Senses Darkvision 120ft., passive Perception 15 Languages all, telepathy 120ft. Challenge 12 (8,400 XP) Alter Self. The glory archon can magically disguise itself as a humanoid as per the 'change appearance' option of the Alter self spell at will. Angelic Weapons. The glory archon's weapons are magical. When the glory archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Aspect of Glory. In whatever form it is in, the glory archon can choose to appear in an aspect of glory. While this ability is active, if a creature starts its turn within 50 feet of the glory archon and can see the glory archon, the glory archon can force the creature to make a DC 19 Charisma saving throw if the glory archon isn't incapacitated. On a failed save, the creature is frightened of the glory archon and paralyzed. It must repeat the saving throw at the start of its next turn. On a success, the effect ends. If the glory archon attacks the target, the effect ends on the target for 24 hours. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the glory archon until the start of its next turn, when it can avert its eyes again. If it looks at the glory archon in the meantime, it must immediately make the save. Enhance Ability. A glory archon can cast enhance ability on up to five creatures at once, with a duration of 24 hours. The glory archon does not need to maintain concentration to use this ability. The glory archon cannot use this ability again while it is active. Innate Spellcasting. The glory archon's spellcastign ability is Charisma (spell save DC 17). The glory archon can innately cast the the following spells, requiring only verbal components: At will: detect evil and good. 3/day: divine word, divination. ACTIONS Multiattack. The glory archon makes two greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage and 18 (4d8) radiant damage. Adapted from the earlier version of the Glory Archon, published on 9 April 2019. Comments are closed.
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