Celestials

Celestial Wheels

Celestial wheels are built by gods to transport equiptment, including chariots and thones. Also called the Many Eyed Ones and Thones, depending on the diety they serve.

Twin Wheels. Celestial Wheels appear to consist of a pair of spoked wheels, one nested inside the other. While they can fly independed of how these wheels move, they typically appear to roll whever they are going. As each of these wheels has a row of eyes along the rim, they have no trouble seeing where they wish to go.

Immortal Nature. A celestial wheel doesn't require food, drink, or sleep.

Galagalim

The smaller of the celestial wheels, galgalim typically serve demigods and minor dieties, performing the tasks typical for ceestial wheels.


Galgal

Medium celestial, lawful good


  • Armor Class 13
  • Hit Points 60 (8d8+24)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 16 (+3) 17 (+3) 14 (+2)

  • Saving Throws DEX +5, WIS +6, CHA +5
  • Skills Perception +6
  • Damage Immunity Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 120 ft., passive Perception 13
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 5 (1800 XP)

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

Unleash Wind. The galgal can unleash a burst of wind as a bonus action. Each creature within 15 feet of the galgal must succeed on a DC 16 Strength saving throw or be knocked back 10 feet.

Actions

Multiattack. The galgal makes two judgement attacks.

Judgement. The galgal chooses one enemy within 60 feet that it can see, which must make a DC 16 dexterity saving throw, taking 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one. The target gains no benefit from cover for this saving throw.

Ohanim

Ohanim are significantly larger than galgalim, although they have the same basic shape. They tend to serve major dieites, often serving as the last line of defense before any attack reaches such a diety.


Ophan

Large celestial, lawful good


  • Armor Class 20 (natural Armor)
  • Hit Points 179 (17d10+85)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 21 (+5) 16 (+3) 21 (+5) 18 (+4)

  • Saving Throws DEX +11, WIS +10, CHA +9
  • Skills Perception +10
  • Damage Immunity Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 120 ft., passive Perception 13
  • Languages All
  • Challenge 13 (10000 XP)

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

Unleash Gale. The ophan can unleash a burst of wind as a bonus action. Each creature within 20 feet of the ophan must make on a DC 16 Strength saving throw. The creature is pushed back 20 feet on a failed save, or have as far on a successful one.

Actions

Multiattack. The ophan makes two judgement attacks.

Judgement. The ophan chooses one enemy within 60 feet that it can see, which must make a DC 18 dexterity saving throw, taking 39 (6d12) radiant damage on a failed save, or half as much damage on a successful one.. The target gains no benefit from cover for this saving throw.

Cherubim

Typically found in the entourage of good dieties, cherubs are bizarre celestials impude with power from each of their heads.

Four Heads, Four Wings. Each cherub has four heads: one of a humanoid, one of a lion, one of an ox, and one of an eagle. Two pairs of wings stick out between each of the heads, leaving only their heads and bronze hooves visible.

Immortal Nature. A cherub doesn't require food, drink, or sleep.


Cherub

Large celestial, neutral good


  • Armor Class 13 (Natural Armor)
  • Hit Points 52 (8d10+8)
  • Speed 30ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 11 (+1) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws STR +4, DEX +3, WIS +4
  • Damage Resistance Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 60 ft., passive Perception 12
  • Languages All
  • Challenge 3 (700 XP)

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

Innate Spellcasting. The cherub's innate spellcasting ability is Wisdom (spell save DC 14). The cherub can innately cast the following spells, requiring no components:

At will: detect evil and good, sacred flame (5th level)

1/day each: bless, cure wounds, dispel evil and good, guiding bolt

Piercing Eye. The cherub can make a perception check as a bonus action.

Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) piercing damage.

Divine Roar (Recharge 6). The cherub unleashes a roar in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d8) thunder damage on a failed save, or half as much damage on a successful one..

Exousiai

The Exhousia organize other angels, maintaining order in the upper planes. Acting in this manner, they often guard doorways and passageways, in addition to acting a battlefield leutenneants in battles against evil.

Exousia are muscular, with sky blue skin if varying shades. Typically sevan feet tall, they bear a spear and shield, typically enjoy battle against fiends.

Immortal Nature. An Exhousai doesn't require food, drink, or sleep.


Exousia

Medium celestial, lawful good


  • Armor Class 13 (Natural Armor, shield)
  • Hit Points 78 (12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 16 (+3) 17 (+3) 14 (+2)

  • Saving Throws DEX +3, WIS +5, CHA +4
  • Damage Resistances Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 120 ft., passive Perception 13
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 4 (1100 XP)

Angelic Weapons. The exousia's weapon attacks are magical. When the exousia hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

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

Actions

Multiattack. The exousia makes two spear attacks.

Spear. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage plus 9 (2d8) radiant damage.

Chain of Order (Recharge 6). Ranged Weapon Attack: +5 to hit, range 20/40 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the chain on a success. The chain can also be attacked and destroyed (AC 12; hp 10; vulnerability to acid and necrotic damage; immunity to poison and psychic damage).

Hashmalim

Crackling with energy and appearing as an amber orb in a cloth hood, hashmalim form the vanguard of celesital forays into the material, warding off evil creatures as they approach. Their use of electiciy disguises their celestial nature, making knowledgable fiends nervous about electical attacks on their outskirts.

Immortal Nature. A hashmal doesn't require food, drink, or sleep.


Hashmal

Small celestial, chaotic good


  • Armor Class 15
  • Hit Points 45 (10d6+10)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 12 (+1) 13 (+1) 14 (+2) 15 (+2)

  • Saving Throws DEX +7, CON +3, CHA +2
  • Skills Perception +4
  • Damage Immunity Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 60 ft., passive Perception 13
  • Languages Understands all, but can't speak
  • Challenge 4 (1100 XP)

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

Crackling Lightning. A creature that touches the hashmal or hits it with a melee attack while within 10 feet of it takes 6 (1d12) Lightning damage.

Actions

Multiattack. The hashmal makes two lightning blast attacks.

Lightning Blast. The hashmal chooses one enemy within 10 feet that it can see, which must make a DC 14 dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or no damage on a successful one.. The target gains no benefit from cover for this saving throw.

Putti

Spawning the upper planes, putti live across the upper planes, playing sport, celebrating, and resting about. They are occasionally sent to the lower planes for tasks requiring a less harsh hand, such as attempting to redeem evil creatures or deliver important items and information to someone embeded among enemies of the upper planes.

A putto appears as small human children with white, feathered wings.

Immortal Nature. A putto doesn't require food, drink, or sleep.


Putto

Small celestial, neutral good


  • Armor Class 12
  • Hit Points 72 (8d6+8)
  • Speed 20ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 14 (+2)

  • Saving Throws CON +3, WIS +4, CHA +4
  • Damage Resistances Necrotic, Poison, Radiant
  • Senses Truesight 120 ft., passive Perception 12
  • Languages Celestial, Common
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The putto makes two shortbow attacks.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Made by Sandmote from Giant in the Playground