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View Full Version : D&D 5e/Next Eastern Celestials for Summoning and Chainlocks



sandmote
2020-12-03, 04:00 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/OBtGOtv99uJp)

These are some celestials from various Asian lore.

The following four celestials are for use with the Summon Celestial spell. They each how some benefit you can't otherwise get from a 7th+ spell slot, although for two this is in dealing with damaged construction and the other two can cast a bunch of spells when summoned.

With thick manes and fur, these celestials are named for lions, and are associated with protection and defense.

Idols of Protection. in some areas, twin statues of celestial lions are put of before buildings, believed to bring safety and protection to not only the structure itself but also to those dwelling within.

Foo Lion
Powerfully built, foo lions are known as the protectors of not only the living but of dwellings as well. All foo lions naturally sport thick manes like those of some lions on the material plane, the origin of their name in Common.

Large Celestial, lawful good

Armor Class 12
Hit Points 111 (13d10+39)
Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 15 (+2)


Skills Perception +5, Stealth +5
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 15
Languages understands Celestial but can't speak
Challenge 5 (1,800 XP)

Barrier Protector. Structures within 30 feet of the foo lion have resistance to all damage. As a bonus action, the foo lion can end this effect until the start of its next turn.

Pounce. If the foo lion moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the foo lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the foo lion can long jump up to 25 feet.

Actions
Multiattack. The foo lion makes two attacks: one with its bite and one with its claws or two with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.

A haetae is covered in thick, protective scales, with a single horn on the center of their head and a bell around their neck.

Justice Seekers. Innately able to discern the truth, haetae are often a symbol of justice systems. They are said to ram the wrongful party in a fight, and bite the wrongful party in an argument.

Fire Protectors haetae are considered protectors against fire and destruction. They are known to appear to the sites of great disasters, extinguishing flames and pulling creatures from wreckage. While magical fire can harm them, they are still capable of bounding through burning buildings without issue.

Large Celestial, lawful good

Armor Class 14 (natural Armor)
Hit Points 83 (11d10+22)
Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 17 (+3) 14 (+2)

Skills Athletics +5, Investigation +2, Perception +5
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunity Fire from Nonmagical Attacks
Condition Immunity Blinded, Deafened
Senses Truesight 60 ft., Passive Perception 15
Languages understands Celestial and Common but can't speak
Challenge 4 (1,100 XP)

Divine Awareness. The haetae knows if it hears a lie.

Douse Flames. As a bonus action, the haetae can extinguish nonmagical flames within 10 feet.

Pounce. If the haetae moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the haetae can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the haetae can long jump up to 25 feet.

Sootsight. soot and smoke don't impede the haetae's truesight.

Actions
Multiattack. The Haetae makes two attacks: one with its bite and one with its ram or two with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Celestial dancers, apsara are said to put on enchanting dances for events across the upper planes, with music provided by the gandharvas they often marry.

Ensnaring View. Aparas invariably resemble thin, beautiful humanoids. Some gods will send one to distract mortals from uncovering important secrets of the multiverse.

Medium celestial, chaotic good

Armor Class 17
Hit Points 45 (10d8)
Speed 30ft.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 10 (+0) 10 (+0) 13 (+1) 18 (+4)

Skills Perception +3, Performance +8
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common
Challenge 4 (1,100 XP)

Alluring Defense. While the apsara is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Innate Spellcasting. The aspara's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: calm emotions, charm person, enthrall
3/day each: hypnotic pattern, thunder step, charm monster
1/day: dominate person

Magic Resistance. The apsara has advantage on saving throws against spells and other magical effects.

Resembling men with traits of birds and horses, the gandharvas are the premier musicians across the upper plains, often providing musical accompaniment to the performances of the apsaras.

Medium celestial, chaotic good

Armor Class 13
Hit Points 50 (9d8+9)
Speed 30ft.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 10 (+0) 13 (+1) 18 (+4)

Skills Perception +3, Performance +8; All Instruments +8
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common
Challenge 3 (700 XP)

Innate Spellcasting. The gandahrva's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: calm emotions, charm person, enthrall
3/day each: shatter, slow

Magic Resistance. The gandahrva has advantage on saving throws against spells and other magical effects.

Actions
Disconcerting Vibrato (Recharge 5–6). One creature within 60 feet must make a DC 14 Wisdom saving throw or be restrained by shaking musical notation. As an action, the restrained target can make a DC 12 Strength check, bursting the notation on a success. The notation can also be attacked and destroyed (AC 10; hp 5; vulnerability to slashing damage; immunity to bludgeoning, poison, and force damage).

The following three are intended as familiars for a Celestial Warlock with the Pact of the Chain. That said, the kiraman katibin's mechanics could also work well for a GOOlock, while the Gumyōchō could work for both them and a pactlock with the Archfey patron.
Twin headed celestial birds, gumyōchō serve as symbols of interconnectedness, the impact all living creatures have on each other.

Connectedness Reborn. The oldest tales tell of the earliest gumyōchō lived in the mountains of the prime material, and the two heads did not get along. When one head, in a fit of jealous rage, poisoned them both, it learned of the relationships between creatures in its dying breath, and some ancient god had the pair reborn on the upper plains for their understanding.

Small celestial, chaotic good

Armor Class 12
Hit Points 11 (3d6)
Speed 15ft., 30ft. fly
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 6 (-2) 11 (+0) 15 (+2)

Senses Passive Perception 12
Languages --
Challenge 1/8 (25 XP)

Two Heads. The gumyōchō has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the gumyōchō's heads is asleep, its other head is awake.

Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

Luring Song. The gumyōchō sings a magical melody. Every humanoid and giant within 30 feet of the gumyōchō that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The gumyōchō must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

While charmed by the gumyōchō, a target ignores the songs of other gumyōchō. The charmed target will avoid moving out of range of the gumyōchō's song. If damaging terrain, such as lava, would spread into the creature's space and whenever it takes damage, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this gumyōchō's song for the next 24 hours.

Kiraman katibin serve as the scribes of the upper planes, recording the events in a particular person's life. They are often sent to record the actions of a creature, following along invisibly to the left or right.

Evidence Bringers Hearings on the upper planes often bring in kiraman katibin to bear witness to the past actions of those being judged.

Celestial Scribes Powerful beings of the upper planes often send kiraman katibin to follow along and record the actions of creatures on the materials plane. They are typically there to provide evidence on their charge's actions but any final judgment is invariable left up to the mercy of their patron.

Tiny celestial, neutral good

Armor Class 13
Hit Points 15 (6d4)
Speed 10ft., fly 30ft.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 16 (+3) 15 (+2) 14 (+2)

Skills History +7, Investigation +7, Perception +4
Condition Immunities blinded, deafened
Senses Truesight 60 ft., passive Perception 12
Languages Celestial, Common
Challenge 1/4 (50 XP)

History Sight. The kiraman katibin touches a creature and magically knows the creature's current goal. If the target fails a DC 13 Charisma saving throw, the kiraman katibin knows the creature's history for as long as it continues touching the creature.

Judgement. One creature within 20 feet must make a DC 13 Constitution saving throw, taking 4 (1d8) radiant damage on a failed save.

Superior Invisibility. The kiraman katibin magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the kiraman katibin wears or carries is invisible with it.

Mu'aqqibat resemble heads with feathered wings coming out of the sides, and pairs of them are said to follow along their charges: one in front and another behind.

Messengers of the Gods. In addition to their protective duties, Mu'aqqibat sometimes also serve to bring messages from good aligned deities and take back responses to them.

Small celestial, neutral good

Armor Class 12
Hit Points 18 (4d8)
Speed 5ft., fly 50 ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 10 (+0) 15 (+2) 19 (+4)

Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common
Challenge 1 (200 XP)

Flyby. The mu'aqqib doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions
Judgement. One creature within 20 feet must make a DC 13 Constitution saving throw, taking 5 (2d4) radiant damage on a failed save.

Protective Warning (Recharge 5–6). The mu'aqqib can choose one creature within 5 feet. Until the start of the Mu'aqqib's next turn, the creature can take the dodge action as a bonus action.

Invisibility. The mu'aqqib magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the mu'aqqib wears or carries is invisible with it.

The last two I think work best as plot tokens, but sometimes you want an appropriate NPC healer or minor guard NPC for a particular environment.
Seen leaping between the highest peaks, snow lions are a common symbol of eternal joy.

Restorative Milk. Snow lionesses are able to secrete their milk from their paws. This milk has powerful restorative properties, able to restore both the bodies and souls of those who drink it.

Echoing Roar. The roar of a snow lion is often given as a challenge to seek the truth and a call to courage. It is said the strongest snow lions can knock flights of dragons from the air at once.

Huge Celestial, neutral good

Armor Class 13
Hit Points 147 (14d12+56)
Speed 90 ft.
STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 18 (+4) 10 (+0) 15 (+2) 22 (+6)

Skills Athletics +5, Investigation +2, Perception +5
Damage Resistances Lightning, Necrotic, Radiant
Damage Immunity Cold, Thunder
Condition Immunity Grappled, Restrained
Senses Truesight 300 ft., Passive Perception 15
Languages Celestial
Challenge 11 (7,200 XP)

Bounding Step. The snow lion's long jump is up to 270 feet and its high jump is up to 90 feet, with or without a running start. The snow lion does not fall if it ends its turn in the middle of a jump.

Eternal Leap. Whenever the snow lion would be on the ground, it instead hovers 1 foot in the air. The snow lion is unnaffected by ground based hazards and rough terrain.

Pounce. If the snow lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the snow lion can make one bite attack against it as a bonus action.

Actions
Multiattack. The snow lion makes two attacks: one with its bite and one with its claws or two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Roar (Recharge 6). The snow lion unleashes a mighty roar within 60 feet. Each creature in that area must make a DC 17 Constitution saving throw. Ona failed save the creature takes 56 (10d8) thunder damage and is knocked prone. On a success the creature takes half as much damage and isn't knocked prone.

Appearing part human, part bird, and part horse, kinnari are known for their musical abilities and the deep love between a kinnara and their mate.

Eternal Dancers Kinnari are known as master musicians and dancers. In some places they come in to preform for festivals, while in other cases they are captured and forced to perform for the entertainment of the elite.

Wild Lives. By preference, the majority of kinnari live in deep forests, subsiding off of gathered plants and pollen. They can be found not only wandering through these areas, but also guarding treasures and magical plants.

Loving Pairs Once they bond with another member of their race, kinnara remain with their partner for life, often even excluding children from their relationship.

Medium celestial, chaotic good

Armor Class 12
Hit Points 9 (2d8)
Speed 35ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 16 (+3)

Skills Perception +3, Performance +7; One Instrument +8
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common, Sylvan
Challenge 1/8 (25 XP)

Magic Resistance. The kinnara has advantage on saving throws against spells and other magical effects.

Quickness (Recharge 5–6). The kinnara can take the Dodge action as a bonus action.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

I've also noted how to quickly make a playable Kinnara:

Kinnara PCs
To Play a Kinnara use the Satyr race, with the following changes:

Celestial A kinnara is a celestial, rather than a humanoid. This replaces the satyr's fey trait.

Claws A kinnara lacks the horns of a satyr, but makes up for it with the sharp claws on their feet. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier. This replaces the satyr's ram trait.