Velstadt, Guardian of Time (5e Creature)

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Velstadt, Guardian of Time[edit]

Large celestial, lawful neutral


Armor Class 18 (plate)
Hit Points 276 (9d10 + 100)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 24 (+7) 25 (+7) 20 (+5) 18 (+4)

Saving Throws Con +14, Int +16, Wis +12
Skills Arcana +16, History +16, Insight +12, Perception +12, Religion +16
Damage Resistances psychic, radiant;
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)


Amyr. Velstadt immediately knows if any creature tries to learn any information about him or his group magically, like by the legend lore spell, knowing the plane of origin of that creature and a location of 5 miles radius of where it is.

Inscrutable. Velstadt is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Velstadt's intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If Velstadt fails a saving throw, he can choose to succeed instead.

Magic Resistance. Velstadt has an advantage on saving throws against spells and other magical effects.

ACTIONS

Warhammer Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 2 (2d8 + 6) Bludgeon damage.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.



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