Thrump Elect (5e Creature)

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Thrump Elect[edit]

Huge celestial, lawful good


Armor Class 18
Hit Points 315 (28d12+91)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 19 (+4) 26 (+8) 25 (+7) 28 (+9)

Saving Throws Cha +11
Skills Perception +11, Persuasion +11, History +11, Religion +11,
Damage Immunities Necrotic, Poison, psycic
Condition Immunities Deafened, Grappled, paralyzed, invisible, Restrained, Stunned, unconscious
Senses passive Perception 28
Languages Common, sylvan, elvish
Challenge 23 (50,000 XP)


Brave. Thrump Elect has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when Thrump Elect hits with it.

Keen Sight. Thrump Elect has advantage on Wisdom (Perception) checks that rely on sight.

Hope beam. the Thrump Elect has a ring of celectial power form around him and then blasts all creature within 100 ft. it gives these creatures an overwhelming sense of joy, freedom, and hope. any evil creature takes 15 (4d8 + 8)psychic damage.

Godlike Blessing. The Thrump Elect can add its Charisma modifier to its AC.

Godlike Resistance. The Thrump Elect has advantage on saving throws against being charmed, and magic can't put the Thrump Elect to sleep.

Innate Spellcasting. The Thrump Elect's spell casting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: charm person, command, true strike, Sanctuary
3/day each: beacon of hope, Gaurdian of hope, commune

ACTIONS

Multiattack. The Thrump Elect can use three unarmed strikes and cast one spell that it can cast at will.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (2d4)+1 bludgeoning damage.

Leadership (Recharges after a Short or Long Rest) (must be able to speak). For 1 minute, Thrump Elect can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Thrump Elect. A creature can benefit from only one Leadership die at a time. This effect ends if Thrump Elect is incapacitated.

Reactions

Parry. Thrump Elect adds its proficiency modifier to its AC against one melee attack that would hit it. To do so, Thrump Elect must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The thrump can take 3 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 thrump regains spent legendary actions at the start of its turn.

Command. The Thrump Elect can command thrumplings to do a sneak attack, thrumplings otherwise cant do a sneak attack (how dumb are they?) (Obviously not dumb as they won))

You're Fired. The Thrump Elect casts immolation.

I'm gonna build a wall. The Thrump Elect casts wall of fire.

Iron Grip. The Thrump Elect casts hold person.

Can't Thrump the Thrump.



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