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Breadcrumb

Imprisoned Celestial

Challenge
str
22
dex
10
con
20
int
12
wis
12
cha
22

AC 17 (natural armor)

HP 178 (17d10 + 85; bloodied 89)

Speed 30 ft.


Proficiency +4; Maneuver DC 18

Damage Immunities poison, psychic; damage from nonmagical, non-adamantine weapons

Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned

Senses darkvision 120 ft., passive Perception 11

Languages understands Celestial, but can't speak.


Divine Absorption. When the imprisoned celestial would take radiant damage, it instead regains hit points equal to the radiant damage dealt.

False Appearance. While motionless, the imprisoned celestial is visually indistinguishable from a mundane stone statue.

Immutable Form. The imprisoned celestial is immune to any effect that would alter its form.

Magic Resistance. The imprisoned celestial has advantage on saving throws against spells and magical effects.

Constructed Nature. Guardians don’t require air, sustenance, or sleep.


ACTIONS

Multiattack. The imprisoned celestial attacks twice with its slam.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Radiant Blast. (Recharge 5–6.) The imprisoned celestial chooses a point it can see within 120 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw , taking 27 (6d8) radiant damage on a failed save or half damage on a success. A creature that fails the saving throw is also blinded until the end of its next turn.


BONUS ACTIONS

Slow (Recharge 56). The imprisoned celestial targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw . On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Combat

The imprisoned celstial’s strategy is determined by its programming. Most commonly, it attacks the closest enemy first. It moves to include at least two creatures within range before using Slow. It throws a rock or other object if it can’t reach an enemy on its turn.


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Spellcasters can build guardians, constructs that follow orders mindlessly.

DC 15 All guardians are immune to damage from nonmagical weapons and are resistant to spells. Depending on the material it is made from, a guardian may ignore or even be healed by certain effects. For example, clay guardians are healed by acid; flesh guardians are healed by lightning; and iron guardians are healed by fire. 

DC 20 A damaged guardian may go berserk and no longer function properly.

Description

When the spirits of deceased celestials find physical form in statues, they beautify and animate their new vessels with divine power and fury. Maddened by their trapped state, these statues lay in wait to lash out at mortal life. The imprisoned celestial radiates either a Chaotic and Good or Lawful and Good aura (though it may act contrary to this alignment).

Behavior

1–2 Guarding an area, attacking trespassers on sight

3 Attacks if trespassers touch or damage certain doors or items

4 Berserk; pacing among broken artwork and furniture, attacking anything that moves

5 Patrolling; stops to fix, clean, repair, or reset items

6 Attacks only to defend itself; clears a path in response to certain actions, such as unlocking a door if you say a certain word, stepping off a concealed trap door if you ask it to move, giving you a key if you beat it at chess, etc.

Signs

1 Magic mouth that poses a riddle; the answer deactivates the guardian for 1 minute

2 Several silver necklaces or rings; the guardian ignores creatures that wear this jewelry

3 A bell or gong; ringing it summons the guardian

4 DC 15 Investigation check: a notebook in an ancient language, containing phrases the nearby guardian must obey, such as "attack on sight,” "deactivate." etc.

5 Big round footprints that appear to have walked the same path countless times

6 Distant lumbering footsteps

Encounters

Guardians stand sentinel over treasure in laboratories, temples, or tombs, or do the bidding of their masters in cities and towns.

CR 5–10 clay , shield , or stone guardian ; 1 or 2 flesh guardians ; flesh guardian with bolt-thrower , gargoyle , or 3 zombies

Treasure 4 rare books (200 gp each), spell scrolls of bestow curse , fear , and remove curse

CR 11–16 iron guardian ; stone colossus ; clay or stone guardian with 1 or 2 basilisks , gelatinous cubes , ochre jellies , or walking statues   

Treasure 5 alexandrite gemstones (500 gp each), portable hole , manual of guardians

CR 17–22 2 clay or stone guardians

Treasure 800 gp, 20 rare books (200 gp each), bead of force , spell scrolls of flesh to stone and forbiddance , 2 maul (black iron, inscribed with the name “Black Key”; the first time each day the maul touches a locked door, it casts knock with spell attack bonus +10)

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.