Page 309 - Eberron -Rising from the Last War_Neat
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Large celestial, law u l evil
                                                                        f
                                                                     1
                                                            Armor Class  8   (natural armor)
                                                            Hit Points 142 (l 5d 0   + 60)
                                                                          l
                                                            Speed 40 ft.
                                                              STR     DEX    CON     INT    WIS    CHA
                                                             23 (+6)   18  (+4)   19 (+4)   1 7   (+3)   20 (+5)   21  (+5)
                                                            Saving Throws Wis +9, Cha +9
                                                            Skills Deception +9, I n sight +9, Perception +9, Persuasion +9
                                                            Damage Resistances radiant; bludgeoning, piercing, and
                                                              slashing from nonmagical attacks
                                                            Condition Immunities charmed, exhaustion, frightened
                                                            Senses darkvision  2 0 ft., passive Perception  9
                                                                         1
                                                                                             1
                                                                    a
                                                            Languages  l l ,   telepathy  2 0 ft.
                                                                              1
                                                                    1
                                                            Challenge  1   (7,200 XP)
                                                            Aura o f  False Divinity. A creature that starts its turn with in
                                                                              m
                                                            30 feet of the radiant idol  u st make a  DC 1 7   Wisdom saving
                                                            throw, provided the radiant idol isn't incapacitated. On a failed
                                                            save, the creature is charmed by the radiant idol. A creature
                                                            charmed in this way can repeat the saving throw at the end of
                                                            each of its turns, ending the effect on itself on a success. Once
                                                            it succeeds on  the saving throw, a creature is  immune to this
                                                            radiant idol's Aura of False Divinity for 24 hours.
                                                            Innate Spellcasting. The radiant idol's spellcasting ability is
          RADIANT  D O L                                    Charisma (spell save DC  7 ). The radiant idol can innately cast
                          I
                                                                              1
          A radiant idol was an angel that was banished from the   the following spells, requiring no material components:
          celestial realm of Syrania and cast down to the Material   At will: charm person, cure wounds, disguise self, thaumaturgy
          Plane. One sin led to their fall: the desire to be wor­  l/day each: commune, dominate person, insect plague, mass sug-
          shiped by mortals. Now in the mortal realm, most radi­  gestion, raise dead
          ant idols gather cults of devoted followers.      Magic Resistance. The radiant idol  has advantage on saving
            F a llen Angels. The insatiable hunger to be adored   throws against spells and other magical effects.
          can transform a fallen angel, physically and mentally.
                                                               T
          In its true form, a radiant idol appears to be a warped   AC I O  N S
          angel. It might have bloody stumps in place of its wings,   Multiattack. The radiant idol makes two melee attacks.
          or its wings could be weighted down with chains repre­
          senting its pride. A radiant idol uses disguise self to hide   Flail.  Melee Weapon Attack: +1 0 to hit, reach 5 ft., one target.
          its corruption, presenting an image of celestial glory.   Hit: 10  (ld8 + 6) bludgeoning damage plus 18  (4d8)  radi­
            T h e  W e i g ht of Corruption. When a radiant idol   ant damage.
          achieves a sizable following through silvered words and   Radiant Strike (1/Day). The radiant idol  chooses a point on the
          demonstrations of power, its facade begins to crack,   ground it can see within 60 feet of it. A 30-foot-radius, 40-foot­
          and a downward spiral ensues. As the radiant idol sinks   high cylinder of bright light appears there until the start of the
          deeper into the realm of material power, it begins twist­  radiant idol's next turn. Each creature in the cylinder when it
          ing its followers, leading them ever deeper into ominous   appears or that ends its turn there must make a DC 17 Consti­
          ritualism, hedonistic folly, and fanatical doom.   tution saving throw, taking 36 (8d8) radiant damage on a failed
           I m  mortal N a ture. A radiant idol doesn't require food,   save, or half as much damage on a successful one.   \)
          drink, or sleep.                                                                                    �
                                                                                                              u
          C  H  APTER  6  I  FRIENDS AND  FOES
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