PDA

View Full Version : D&D 5e/Next Celestial as Creatures that Inhabit a Place



sandmote
2022-05-12, 12:50 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/sch4B93nJwPN).

I don't have a strong theme among these creatures, but mainly they're expected to inhabit a particular place: great deserts, bars, in the service of great rulers, or in a particular environment on the upper planes whether glades, seas, shadowy dens.

Tangentially related to the homebrew, I think beasts should get (a) movement options, (b) special senses, (c) hit points, and (d) stronger melee attacks. Subclasses built around Wild Shape options should get them, sure, but I think that otherwise druid's don't need the buffing that comes with more options for that one feature.

Directly tie to the homebrew, the following are listed as celestials because I think they get features that beasts shouldn't, not because I don't think they could be considered beasts.

Clad In darkness and shadow, aeserpents are vicious predators that are found only in the beastlands. They blend in well with shadows, allowing them to easily ambush, and their venom and crushing might make them more than a match not only against most prey animals they come across but against most predators as well.

Some mistakenly believe aeserpents to originate from the lower planes, but in fact they are not evil. Rather, they simply have a high metabolism and require vast amounts of food to survive. Outside the beastlands there often is not enough food to sustain aeserpents, and they are believed to have either been killed off or starved wherever they first arose.Large celestial, unaligned

Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 15 (+2) 2 (-4) 12 (+1) 5 (-2)

Skills Stealth +6, Perception +4
Senses Blindsight 30 ft., Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Ambusher. The aesserpent has advantage on attack rolls against any creature it has surprised.

Serpentine Form. The aeserpent counts as two sizes smaller for the purpose of squeezing through tight spaces.

Shadow Skin. While in dim light or darkness, the aeserpent has advantage on stealth checks.

Actions
Multiattack. The aeserpent makes two attacks: one with its bite and one with its constrict.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 20 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the aeserpent can't constrict another target. Converted from 2e, I think this one has the most tenuous status as a celestial rather than a beast. Still, I don't think it is a good idea to give a moon druid this much ability to ambush. I think the creature is better served as a dangerous adversary for PCs that assume the neutral good aligned planes don't have many dangerous creatures on them; a viscous snake dropping on them from the shadows should change that tune a bit.

Bred to guard Arcadia from intrusion by individuals from the lower planes, arcadian terriers are sometimes gifted to powerful enemies of evil on the material plane. Like all the native creatures of arcadia, these celestial dogs have metallic bodies and their eyes are solid white.

Watchful Night Guards. Arcadian terriers are able to telepathically send warnings of what they see to nearby creatures that may be unable to hear the terrier's barking or to see through illusions.

Dragging Guards. Once arcadian terriers identify an intruder, they attempt to drag them down while calling for help from other creatures in the vicinity.Small celestial, lawful good

Armor Class 13 (natural armor)
Hit Points 61(1d4 + 5)
Speed 35 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 13 (+1) 10 (+0)

Skills Intimidation +2, Perception +3
Condition Immunities charmed, frightened
Senses Truesight 30ft., Passive Perception 13
Languages --
Challenge 1 (200 XP)
Keen Hearing and Smell. The terrier has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Limited Telepathy. The terrier can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Powerful Grappler. The terrier counts as two sizes larger for the purposes of grappling creatures and dragging creatures the terrier has grappled.

Seizing Jaws. The terrier can maintain a grapple while under the effects of any condition.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the terrier can't bite another target. I recall seeing a dog breed tied to a particular god when reading 2e material, but I don't recall the name of it. In my memory it was effectively a St. Bernard. I figured a fearless guard dog would make more sense as a native of the upper planes, so I came up with the Arcadian terrier instead.

Pure white in color, the caladruis is a small, plover-like bird native to the upper planes, known for its ability to take on the diseases of other creatures.

A caladruis is able to identify diseases of other creatures with a mere look, and absorb one into itself at a time, after which the caladruis is able to burn off the disease from its body. A favored creature of Ilmater, caladruis nonetheless have a strong sense of preservation and will not absorb ailments that they cannot survive or cure creatures they see performing acts of evil.

Caladruis on the material plane are most often gifted by the powers of good to kind rulers and skilled physician, or a flock of them may be sent to bring deliverance from plague.Tiny celestial, neutral good

Armor Class 11
Hit Points 7 (2d4+2)
Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 12 (+1) 7 (-2) 13 (+1) 9 (-1)

Skills Insight +3, Perception +3
Senses Passive Perception 11
Languages Understands celestial and common but can't speak.
Challenge 0 (10 XP)
Font of Health. At the end of a short or long rest, all diseases and poisons affecting the caladruis are cured.

Keen Sight. The caladrius has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Disease Sight. The caladruis looks at a creature within 10 feet and magically identifies the number of diseases and poisons affecting that creature. The caladruis also learns the effects of one disease or poison at random.

Cure Disease (Recharges after a Short or Long Rest). The caladrius magically cures one poison or diseases affecting a creature it can see within 10 feet and is magically affected by the same poison or disease. If the creature is under the effects of multiple poisons or diseases, the caladruis cures one it knows about or one at random. Taken from roman mythology, I intend for it to be a good option for chainlocks.

Delphons, sometimes known as songsharks, are celestials which swim in the waters of the upper planes.

Like sharks, delphons have a jaw filled with sharp teeth, but they also bear long and viscious tails capable of striking at the water behind them to create an opening of escape from predators or other threats. Their sleek bodies are slivery, streaked with brighter portions looking like veins of ruby, sapphire, or emerald.

Interplanar Swimmers. Delphons are innately able to travel the seas of the upper planes, able to escape between the planes to escape danger. They have a limited ability to take creatures with them, either those they agree to aid or to isolate prey.

Knowledge of the Planes
The songs of delphons are often claimed to contain the secrets of the multiverse, leading some to seek them out for rare and secret knowledge. When players succeed on a saving throw against a delphon's keening voice by 5 or more, they may learn some secret of the multiverse. Medium celestial, neutral good

Armor Class 13 (natural armor)
Hit Points 52 (8d8+16)
Speed 0 ft. swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 6 (-2) 13 (+1) 10 (+0)

Skills Intimidation +2, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Celestial but can't speak
Challenge 4 (1,100 XP)
Charge. If the delphon moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 4 (1d8) piercing damage.

Keen Hearing and Smell. The delphon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Plane Shift. The delphon can cast Plane Shift spell once, taking up to one additional creature with it and requiring no material components, and regains the ability to do so at the end of a long rest. The delphon emerges underwater on its choice of Elysium, the Beastlands, or Arborea.

Water Breathing. The delphon can breathe only underwater.

Actions
Multiattack. The delphon can make two attacks: one wit hits bite and one with its tail strike.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) piercing damage.

Keening Voice. Each creature other than celestials within 60 feet of the delphon must make a DC 14 Intelligence saving throw. On a failed save the creature is stunned for 1 minute, as its mind is unable to comprehend the knowledge of the delphon's song. On a success the creature isn't stunned and is immune to the voice of all delphons for 24 hour. At the end of each of its turn, a stunned creature can repeat the saving throw, ending the condition on a success.

Tail Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage and the target cannot make opportunity attacks against the delphon until the start of the delphon's next turn.

Reactions
Planar Escape. When the delphon would take damage from an attack or be transported to a different plane, it can shift to another plane and back, exiting on a point up to 20 feet away. Converted from 2e.

Sunflies, resemble large dragonflies with golden bodies and silvery wings. They flit about, putting on dazzling light shows for the other denizens of the upper planes.

Sunflies are typically peaceful, and prefer to warn other celestials if they come across fiends, undead, or other creatures despoiling their home. Only when severely riled does a sunfly resort to biting.

Spirit of Freedom. A sunfly that cannot fly freely for an extended period falls into deep illness, and so only exist in the wild.

Protective Lights. A swarm of sunflies can spread out, creating a protective effect over their allies, similar to the effect of the protection from evil and good spell.Tiny celestial, chaotic good

Armor Class 14
Hit Points 2 (1d4)
Speed 5 ft., 80 ft. fly
STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 7 (-2) 14 (+2) 16 (+3)

Condition Immunities Blinded
Senses Passive Perception 12
Languages understands celestial but can't speak.
Challenge 1/8 (25 XP)
Flyby. The sunfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Variable Illumination. The sunfly emits dim light in a 5-foot radius. The sunfly can extinguish or rekindle the light as a bonus action.

Actions
Dazzling Flash (Recharges after a Short or Long Rest). Each creature within 5 ft that can see the sunfly must make a DC 13 Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on a success.

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit 1 piercing damage. Medium swarm of tiny celestials, chaotic good

Armor Class 14
Hit Points 45 (10d8)
Speed 5 ft., 80 ft. fly
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 7 (-2) 14 (+2) 18 (+4)

Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Passive Perception 12
Languages understands celestial but can't speak.
Challenge 2 (450 XP)
Flyby. The swarm doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sunfly. The swarm can't regain hit points or gain temporary hit points.

Variable Illumination. The swarm sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The swarm can alter the radius as a bonus action.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 13 (2d12) piercing damage or 6 (1d12) piercing damage if the swarm has half of its hit points or fewer.

Dazzling Flash (Recharge 5-6). Each creature within 10 ft that can see the sunfly must make a DC 13 Consitution saving throw or be blinded for 1 minute. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on a success.

Sundance. The Swarm's size increases by one until the start of its next turn, and the swarm and all creatures in the swarm's space gain the effects of the protection from evil and good spell for the duration. Converted from 2e, and again I would consider it a good familiar for a chainlock. It moves faster than an owl but lack's the owl's darkvision, so I think it works as an upgrade. The swarm version retains an version of an ability groups of sunflies had in 2e.

Medium celestial, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 52 (7d8+21)
Speed 40 ft., 40 ft. climb
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 2 (-4) 11 (+0) 6 (-2)

Saves STR +4, DEX +3, CON +4, WIS +2
Skills Athletics +4
Condition Immunities frightened
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Superiority Dice. The goat has four superiority dice, which are d6s (Maneuver save DC 14), and regains all expended superiority dice at the end of short or long rest. The goat knows the following maneuvers: brace, pushing attack, ripost, tripping attack

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) bludgeoning damage One of the monsters I am testing out using superiority dice. Most maneuvers feel rather chaotic to me (given they let you break the usual attacking rules) so I stuck the thing in Ysguard.

But some creatures I have are less ambiguously celestial in nature. Like those listed above, I primarily intend for them to be creature the party can reasonably encounter in their travels more than a something that shows up as a plot point.

Shimmering grey, the boat sized baleana are the primary method of crossing water on the upper planes. Sleek and grey, with large eyes that shine with inner wisdom, they are most often compared to the whales of the material plane, a comparison they do not mind.

Baleana are willing to ferry creatures across the waters of the upper planes, but they first make sure to learn why that creature is traveling. Creatures associated with evil powers or those with insufficiently good cause are refused passage, but the baleana will still rescue such creatures caught underwater.

Occasionally, fiends will summon a baleana, threatening to capture or torture the creature unless it takes them to the upper planes. Other celestials will quickly rally to respond to a harmed baleana in response.Gargantuan celestial, neutral good

Armor Class 13 (natural armor)
Hit Points 189 (14d20 + 42)
Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 17 (+3) 15 (+2) 17 (+3) 15 (+2)

Damage Resistances Bludgeoning
Senses Blindsight 120 ft., Passive Perception 11
Languages Celestial, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Divine Awareness. The balaena knows if it hears a lie.

Echolocation. The balaena can’t use its blindsight while deafened.

Hold Breath. The balaena can hold its breath for 90 minutes.

Keen Hearing. The balaena has advantage on Wisdom (Perception) checks that rely on hearing.

Actions
Multiattack. The balaena makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning damage if the target is an object.

Song of Suggestion (Recharge 5-6). The Baleana can cast the Suggestion spell (save DC 14) on each creature of the baleana's choice in the same body of water and within 100 feet, requiring no material components. The balena must suggest the same course of action for each creature. Where the Styx crosses all of the lower planes, the river oceanus only crosses a few of the upper ones. Where the merrenoloth are some of very few to offer travel across the styx, the baleana are some of the many to offer travel across oceanus. Given these two differences they seem to have been mostly dropped, but I figured it was worth converting them in case a party is flat broke but still needs a way to get somewhere.


Said to be first carved from a collosal pearl at the begining of the universe, these cameloid creatures travel the deserts, dispensing and wisdom wherever they go. Their eyes reflect not only great power but also their lasting tranquility.

Large enough to carry djinn and ogres on their backs, camels of the pearl bring aid and healing across desert communities in desert regions. They generally kneel when speaking to smaller creatures, so as not to intimidate them with their size and their soothing voices stir creatures out of dispair.

Deliverers of Aid. The most common reports of camels of the pearl are from lost travelers discovered along trade routes, who report the last thing they saw was an enormous, shimmering white camel emerge in a sandstorm and woke up shortly before being found by a caravan. Such a rescue is seen as a sign of the rescued one's goodness, given the other known aspects of the creatures.

Wise Givers When a camel of the pearl enters into a settlement, it is to further the causes of good and dispense wisdom to the people. As willing to shoulder burdens as they are, camels of the pearl inist those around them help themselves as well. Camels of the pearl dislike staying in one place for too long, but can be temped to stay longer if provided with large quantities of spirits and sweets.

Good Amongst Evil. Camels of the pearl often seek out areas where the mighty abuse their power, teaching the meek methods of resistance and to demand fair treatment. In other cases they attempt to minister directly to evil creatures, hoping to turn them toward good. Easily able to spot when someone attempts to exploit them, they quickly leave when a creature attempts to turn their aid towards evil.

Mounts of the Magnanimous. Great and beloved rulers sometimes earn the trust of a camel of the pearl as mounts, which are willing to carry and advise such a ruler for as long as they continue to aid their people and perform good deeds. No rewards given to a camel of the pearl can taint its heart, and the more lavishly decked out one is the more humble it appears.Huge celestial, neutral good

Armor Class 14 (natural armor)
Hit Points 126 (12d12+48)
Speed 50 ft.
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 19 (+4) 18 (+4) 23 (+6) 18 (+4)

Skills History +7, Religion +7, Insight +12
Damage Resistances cold, fire, necrotic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Innate Materials. The camel doesn't require any material components to cast spells.

Invisibility. The camel can cast invisibility, targeting itself and any creatures riding the camel, at will.

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

Sand Walk The camel can move across difficult terrain made of sand or other shifting surfaces without expending extra movement.

Spellcasting. the camel is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to spell attacks). The camel has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, spare the dying, thaumaturgy, word of radiance
1st level (4 slots): bless, cure wounds, detect magic, guiding bolt
2nd level (3 slots): calm emotions, enhance ability, protection from poison
3rd level (3 slots): create food and water, protection from energy
4th level (3 slots): banishment, death ward, greater invisibility
5th level (2 slots): dawn, creation

Actions
Multiattack. The camel makes two attack, one with its bite and another with its trample.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 11 (2d4 + 6) piercing damage.

Lick (Once per short or long rest). The camel licks one creature within range. If it is poisoned or cursed, the camel neutralizes the poison or ends the curse. If more than one poison or curse afflicts the target, the camel neutralizes one poison or curse that it knows is present, or it neutralizes one at random.

Trample. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 15 (2d8 + 6) bludgeoning damage and the target is knocked prone. If there is any reference for camels of the pearl outside of D&D, I haven't found it. I really like the concept of traveling wisdom-givers though, and I think the added physically of the camels makes their uses in a campaign broader. Sand walk is feature I grant to the regular old basic rules camel as well, as a method of making it more useful for druids in different areas to learn different wild shape forms; a druid out in the desert should have a mechanical reason for turning into a camel rather than a horse.

The powers of order made manifest, lawwraiths assemble in perfectly spaced geometric patterns, passing back and forth across regiosn affected by powerful chaos, returning the laws of the universe to these locations.

Lawwariths appear as crystalline prisms followed by a long cloaked, which appears to rest where a human's shoulders would be if the prism were a head. Creatures with truesight can make out a series of geometric patterns appearing as a featureless serpentine body inside the cloak.

Order manifest. The mere presence of a lawwarith weakens the powers of chaos in the vicinity, an sensation most creatures experience as a creeping cold that seeps into their very spirits. Lawwraiths typically ignore creatures around them, with the exception of those touched by chaos, whom they try to excuse from the multiverse.Medium celestial, lawful neutral

Armor Class 14
Hit Points 110 (13d8+52)
Speed 10 ft., 30 ft. fly (hover)
STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 19 (+4) 15 (+2) 15 (+2) 15 (+2)

Damage Immunities Poison
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks
Condition Immunities charmed, frightened, poisoned
Senses Passive Perception 12
Languages Celestial, Modron
Challenge 7 (2,900 XP)
Aura of Order. Each creature of the lawwarith's choice that enters or ends its turn within 20 feet of the lawwraith must make a DC 14 Constitution saving throw or take 22 (5d8) cold damage.

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

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

Illumination. The lawwarith emits bright light for 10 feet and dim light for an additional 10 feet.

Innate Spellcasting. The lawwarith can innately cast the following spells, requiring no material components:
At will: mage hand, mending, resistance
3/day: tongues

Magic Resistance. The lawwarith has advantage on saving throws against spells and other magical effects. I liked the idea of a creature thathas no combat based action. The lawwraith therefore mostly dodges and disengages while waiting for its Aura of Order to wear down any hostile creature. I decided to double it up with a creature idea that could be interesting interacting with Wild Magic sorcerers.

Looking like oversized owls, the noctrals of mount celestia are renown experts on a variety of subjects, and have an insatiable thirst for knowledge.

Willing Lecturers. Noctrals love to share their knowledge, so anyone reasonably polite can likely find a noctral willing to answer a particular question. This eagerness often ends up annoying others as they are subject to pedantic hypothesizing that was not asked for. Only when it becomes apparent some bit of information will be used for evil ends will a noctral be completely unwilling to share.
Medium celestial, lawful good

Armor Class 14
Hit Points 39 (6d8+18)
Speed 30 ft., 50 ft. fly
STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 11 (+1) 19 (+4) 14 (+2) 12 (+1)

Saving Throws CON +3, WIS +4, CHA +3
Skill Proficiencies Arcana +6, History +6, Insight +4, Nature +6, Religion +6, Stealth +6
Senses Darkviison 120 ft., Passive Perception 12
Languages Common, Celestial, and up to five other languages.
Challenge 1 (200 XP)
Variable Expertise. The noctral has advantage on all checks made with one skill chosen from Arcana, History, Nature, or Religion.

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

Innate Spellcasting. The noctral’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:
3/day each: legend lore, speak with animals
1/day: tongues

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d8 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Converted from 2e as a social option to be used with the Summon Celestial spell.

Minor angels of battle, valkyries are best known in legends where they return souls to ysgard and come trooping down into battles on the material plane, weapons shining from afar.

Most valkyries appear as powerfully built women in shining armor, although some bear a sleeker or more androgynous appearance. Although capable of their own flight, most valkyries are partnered with a pegasus, which bears them on their tasks.

Clever Inconsistency. Valkyries often serve various gods in missions requiring a level of cleverness or deceit frowned upon in arcadia and on mount celestia. Performing daring rescues beneath the noses of powerful guards or delivering messages without being spotted are missions valkyries delight in. In contrast, long periods performing similar work wear on valkyries, who would much rather spend time between tasks downing a drink and telling of their past exploits. Medium celestial, chaotic good

Armor Class 16 (scale mail)
Hit Points 52 (7d8+21)
Speed 30 ft., 30 ft. fly
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 15 (+2) 15 (+2) 18 (+4)

Saves WIS +4, CHA +6
Skills Athletics +6, Acrobatics +4, History +4, Insight +4, Intimidation +6
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks.
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing damage
Senses Passive Perception 12
Languages Common, Celestial, Giant
Challenge 4 (1,100 XP)
Superiority Dice. The valkyrie has four superiority dice, which are d6s (Maneuver save DC 14), and regains all expended superiority dice at the end of short or long rest. The valkyrie knows the following maneuvers: brace, commanding presence, riposte, sweeping attack.

Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Another creature using superiority dice, of a low enough CR to be summoned using Summon Celestial.