Justice (5e Creature)

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Justice[edit]

Gargantuan celestial (sequi), lawful good


Armor Class 23 (natural armor)
Hit Points 240 (13d20 + 104)
Speed 0 ft., burrow 60 ft., fly 120 ft. (hover)


STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 26 (+8) 25 (+7) 28 (+9) 23 (+6)

Saving Throws Str +14, Wis +16, Cha +13
Skills Insight +16, Nature +14, Perception +16
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned, prone
Senses tremorsense 120 ft., truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)


Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Divine Awareness. Justice knows if it hears a lie.

Innate Spellcasting. Justice's spellcasting ability is Charisma (spell save DC 20). Justice can innately cast the following spells, requiring only verbal components.

At will: detect evil and good, grasping vine
3/day each: dispel evil and good
1/day each: awaken, commune

Legendary Resistance (1/Day). If Justice fails a saving throw, he can choose to succeed instead.

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

Tongue. Justice has a cherub-faced tongues that is initially in the same space as it, which it can move using a legendary action. The tongue can be attacked: if the active tongue takes 25 bludgeoning damage in a single turn, Justice cannot move it or move further than 90 feet from its tip. While in this state, Justice has disadvantage on ability checks made to contest a creature climbing onto it by moving along the path of the tongue.

The active tongue can move again at the end of Justice's next turn.

If Justice takes 25 slashing damage from a creature in the same space as it, its tongue is severed.

ACTIONS

Multiattack. Justice attacks twice with its vine lash.

Grasping Vines. Justice casts grasping vine three times. It can maintain concentration three instances of this spell. It can place a grasping vine in a space within 5 feet of the tip of its tongue.

Rose of Sharon. (Recharge 5—6) One of Justice's tentacles showers poison in a 10-foot-radius, 40 foot-tall cylinder centered on a point it can see within 30 feet of the tip of its tongue. All creatures in the cylinder must make a DC 20 Constitution saving throw, taking 35 (10d6) poison damage on a failed save or half as much on a successful one.

Vine Lash. Melee Weapon Attack: +14 to hit, one target within 30 feet of the tip of its tongue. If it has no tongues remaining, vine lash has a reach of 30 feet and the attack is made with disadvantage. Hit: 21 (4d6 + 7) bludgeoning damage and 18 (4d8) radiant damage.

Body Slam. Melee Weapon Attack: +14 to hit, one target, 5 ft. Hit: 17 (3d6 + 7) bludgeoning damage and 18 (4d8) radiant damage.


LEGENDARY ACTIONS

The Justice can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Justice regains spent legendary actions at the start of its turn.

Attack. Justice makes one attack with its vine lash.

Move Tongue. If Justice does not have an active tongue, it activates one. Justice moves the tip of its active tongue to an empty space it can see within 90 feet. It withdraws if Justice moves.

Iustitia_Card.jpg
Justice, Sequi of Iustitia (Source)

Justice is the sequi and harbringer of Iustitia


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