Kinship (5e Creature)

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Kinship[edit]

Gargantuan celestial (power), lawful good


Armor Class 18 (natural armor)
Hit Points 155 (10d20 + 50)
Speed 0 ft., fly 90 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 16 (+3) 19 (+4) 20 (+5)

Saving Throws Wis +8, Cha +9
Skills Perception +8
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft.; passive Perception 18
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)


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

Ark. A Large or smaller creature can enter the same space as the kinship, if it can fly, teleport or otherwise move onto the kinship's deck. A creature on the deck remains on the deck if the kinship moves, cannot grapple or force the kinship to move, and the kinship's weapon attacks against the creature are made with disadvantage.

Innate Spellcasting. The kinship's spellcasting ability is Charisma (spell save DC 17). The kinship can innately cast the following spells, requiring only verbal components.

At will: detect evil and good
1/day each: commune, gate

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

ACTIONS

Multiattack. The kinship makes two anchor attacks or two turret attacks.

Anchor. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 22 (4d8 + 4) bludgeoning damage and 18 (4d8) radiant damage. If the target is on the kinship's deck, it must make a DC 17 Strength saving throw or be moved to an empty space within 10 feet of the kinship.

Turret. Ranged Weapon Attack: +7 to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3) fire damage and 18 (4d8) radiant damage.

Ipsa Duce Salvo (2/Day). The kinship launches a dozen guided missiles. Each creature in a 10-foot-radius centered on a point within 120 feet (minimum 30 feet) of the kinship must make a DC 17 Dexterity saving throw. The saving throw is made with disadvantage. A creature takes 17 (5d6) fire damage and 17 (5d6) radiant damage on a failed save, or half as much on a successful one.

Searing Beam (Recharge 5–6). The kinship fires light in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 17 (5d6) fire damage and 17 (5d6) radiant damage on a failed saved, or half as much damage on a successful one.


Laguna_Kinship.png
Kinship Source

A kinship is a Second Sphere angel that resembles a golden-plated galley, complete with keel and oars. It's flared hull is colorfully decorated with red and white whorls. On its back – it's "deck" – is fixed a gilded, ornate box-like ark and cylindrical turret. At the bow is the kinship's sublime, mask-like face flanked by vestigial feathered wings. Below this face is a circular hole from which it can shoot a lethal beam of light. A perfect ring halo crowns the bow, emanating a sensation of solidarity.

"It is thought that Kinship is the angelic manifestation of the ark that saved a foolish human race from the devastating flood described in the Book of Creation within the scriptures of Ithavoll."

Tactics

The kinship's role is to ferry warrior angels to battlefields during war against forces of darkness. It creates a gate and arrives from the celestial plane with a blast of trumpets. The transported angels fly from the kinship's deck, as it supports them with salvos of holy missiles from its ark and beams of searing light. Some angels may remain on the kinship's deck, where they benefit from cover against those underneath. If foes land or climb onto its deck, it tries to pull them off with blocky anchors that whip out of its hull on chains.



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