Pathfinder: Wild Hunter

With Christmas not far away, we figured we would share one if our classic monsters from the Book of Beasts: War on Yuletide. If you are getting up in levels and needing something higher level for your game, the wild hunter might be just what you’re looking for in a holiday themed game. Maybe the wild hunter needs the players’ help to hunt down the three spirits hunting some old money lender. Perhaps there’s a powerful hunt that makes someone see the world where they never existed. Or you could try it backwards in that someone is turning bad children until ghosts before their time and the wild hunter cannot attack a still living creature, requiring the adventurers’ help. The possibilities are endless.

Download Book of Beasts: War on Yuletide today.

Wild Hunter CR 13

XP 25,600
N Huge outsider (extraplanar, psychopomp)
Init +5; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +19
Aura fear aura (30-ft. radius, DC 19)
Defense
AC 26, touch 13, flat-footed 21 (+8 armor, +5 Dex, +5 natural, –2 size)
hp 189 (18d10+90)
Fort +16, Ref +16, Will +9
Defensive Abilities channel resistance +4; DR 5/cold iron and magic; Immune death effects, disease, poison; Resist cold 10, electricity 10
Offense
Speed 40 ft.
Melee +1 ghost touch keen longsword +22/+17/+12/+7 (3d6+6/17–20)
Ranged +1 ghost touch composite longbow +22/+17/+12/+7 (3d6+6)
Space 15 ft.; Reach 15 ft.
Special Attack trample (2d6+7, DC 24)
Spell-Like Abilities (CL 9th, concentration +9)
Constant—seal of fate
Statistics
Str 20, Dex 20, Con 20, Int 10, Wis 16, Cha 11
Base Atk +18; CMB +25 (+27 bull rush, overrun); CMD 40 (42 vs. bull rush, overrun)
Feats Bloody Assault APG (–5/1d4 bleed), Charge Through APG, Devastating Strike UC, Improved Bull Rush, Improved Devastating Strike UC, Improved Overrun, Improved Vital Strike, Power Attack (–5/+10), Vital Strike
Skills Handle Animal +17, Knowledge (nature) +17, Knowledge (planes) +17, Perception +19, Sense Motive +19, Stealth +10, Survival +20, Swim +18
Languages Abyssal, Celestial, Infernal
SQ ghost touch
Ecology
Environment any
Organization solitary
Treasure double (+1 keen longsword, +1 composite (+5 Str) longbow, and +4 hide armor)
Special Abilities
Fear Aura (Su) Creatures within a 30-foot radius of the wild hunter that fail a DC 19 Will save become frightened for 1d8 rounds. A creature that successfully saves cannot be affected again by this fear aura for 24 hours. The save DC is Charisma-based.
Ghost Touch (Su) A wild hunter’s attacks are treated as if it had the ghost touch weapon special ability.
Lord of Spirits (Su) The wild hunter can command up to 18 HD of ghosts.
Seal of Fate (Sp) This spell-like ability functions like a rest eternal spell against any creature killed by the wild hunter, except that remove curse and break enchantment do not negate this effect. Only a miracle or wish can undo this effect.
Spiritsense (Su) The wild hunter notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.

Pathfinder: Bloodhoof

We’re past Halloween, the decorations are going up in the stores, and some radio stations have begun playing the music. It’s that time of year again, whether you like it or not. It’s that time when the fey in the jolly red suit kicks the dire turkey aside and hogs the spotlight for himself.

Well, run him through this year. Take part in this holiday war the way only us gamers can: in game. Download the Book of Beasts: War on Yuletide and have your players face off against some of the holidays must recognizable monsters.

Bloodhoof CR 8

XP 4,800
N Large magical beast
Init +6; Senses darkvision 60 ft., low light vision; Perception +15
Aura frightful presence (30 ft., DC 15)


Defense


AC 21, touch 16, flat-footed 14 (+6 Dex, +1 dodge, +5 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +13, Will +6
Defensive Abilities ferocity


Offense


Speed 40 ft., fly 80 ft. (average)
Melee gore +15 (2d6+6), 2 hooves +10 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, powerful charge (hoof, 2d8+9)


Statistics


Str 22, Dex 22, Con 18, Int 2, Wis 16, Cha 11
Base Atk +10; CMB +17; CMD 33 (37 vs. overrun, trip)
Feats Dodge, Flyby Attack, Mobility, Power Attack (–3/+6), Wind Stance
Skills Fly +12, Perception +15; Racial Modifiers +4 Perception


Ecology


Environment cold hills and mountains
Organization solitary, pair, or herd (12–36)
Treasure none


Special Abilities


Pounce (Ex) Damage from a bloodhoof’s hooves while pouncing counts as both bludgeoning and slashing.

5e: Dire Owl

A classic of the Worlds Oldest Fantasy Roleplaying Game involves giant animals. The origin of these is quite simple, someone trying to convince someone else that their fight with some animal was far more valiant because it was far larger than most. In a fight when the adrenaline is pumping, a fierce creature can seem substantially larger than it actually is. In our roleplaying games, however, these perceived larger creatures are indeed larger. That makes the fight more dangerous and the night more creepy and makes giant-sized creatures perfect for a Halloween game.

Book of Beasts: Monsters of the Forbidden Woods (5e)The dire owl you see below originally appeared in the Book of Beasts: Monsters of the Forbidden Woods. Within you will find more giant animals like the bloodboar, the monstrous rat, and the dire lion—trust me, you really don’t want to face this guy. These monsters are perfect fodder for your fifth edition game, whether against the adventurers or for your group’s druid to summon with the conjure spells. Download this awesome book of monsters for your Fifth Edition game today from JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

Owl, Dire

Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 10 ft., fly 40 ft.


Str 11 (+0) Dex 15 (+2) Con 14 (+2)
Int 2 (–4) Wis 13 (+1) Cha 5 (–3)


Skills Survival +3
Senses passive Perception 11
Languages
Challenge 1/2 (100 XP)

Actions


Multiattack. The dire owl makes two talon attacks when flying.
Pellet Vomit (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 2 (1d4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the creature completes a long rest. While the creature is poisoned, all creatures (other than the dire owl) that are within 5 feet of the poisoned creature must succeed on the same saving throw or become poisoned as long as they stay so close to the creature. Creatures with the scent ability gain disadvantage on this saving throw.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (2d4) piercing damage.
Screech. An owl can let out a loud screech. All creatures within 10 feet that fail a DC 12 Con save are deafened until the end of the dire owl’s next turn.

5e: Young Spiderbear

With Halloween fast approaching, we thought it would be fun to share one of our favorite monsters, the spiderbear. It is our own take on classic D&D mashup monsters like the owlbear. It is creepy and dangerous, terrifying for being both a spider and a bear, and an all around evil creature. While this one is a challenge 1/2 monster, the Book of Beasts: Monsters of the Forbidden Woods has an adult spiderbear of challenge 3, and an elder spiderbear of challenge 7. Download this supplement today at the JBE Shop to get these and other awesome monsters for your game. You can also find it at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore and get these and many more awesome monsters now.

Young Spiderbear

Small monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 40 ft., climb 40 ft.
Str 15 (+2) Dex 16 (+3) Con 14 (+2) Int 6 (–2) Wis 14 (+2) Cha 4 (–3)
Skills Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Common, Spiderbear Challenge 1/2 (100 XP)
Pack Tactics. The young spiderbear gains advantage on attack rolls against a creature if at least one of the spiderbear’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spiders are always considered a spiderbear’s ally. Spider Climb. The young spiderbear can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the young spiderbear knows the exact location of any other creature in contact with the same web. Web Walker. The young spiderbear ignores movement restrictions caused by webbing.

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage.

5e: Ancient Solar Dragon

Last week was the first preview of our upcoming 5e adventure Deadly Delves: Temple of Luminescence by showing off the greater fire elemental. While that is great and all, that is hardly something amazing. Sure it is really good for wizards and druids that want to conjure one of these bad boys up 17th level or if they get their hands on a 9th level scroll of conjure elemental. Otherwise, a fire elemental is not exactly a terribly exciting monster. Well how about a new type of dragon. Deadly Delves: Temple of Luminescence features two new dragon types that Fifth Edition fans have never seen before. These dragons are from the stars and have abilities that reflect their extraterrestrial origins. Today we are sharing with the ancient solar dragon. This dragon is here because the Temple of Luminescence is an immense temple to a sun deity and a solar dragon is a living representative of the sun deity. Naturally, it would want to feel the warmth of the sun more and sharing that warmth with everyone on the planet would not seem reasonable to it, yes? That may just be the case in this adventure. Download Deadly Delves: Temple of Luminescence today at the JBE Shop. You can also find this adventure at DriveThruRPG/RPGNow, Paizo, and coming soon to the Open Gaming Store.

Ancient Solar Dragon

Gargantuan dragon, lawful neutral
Ancient Solar Dragon by Brian Brinlee

Armor Class 17 (natural armor) Hit Points 261 (16d20 + 96) Speed 40 ft., fly 80 ft.
STR 26 (+8) DEX 10(+0) CON 22 (+6) INT 21 (+5) WIS 18(+4) CHA 26 (+8)
Skills Perception +12, Persuasion +21 Saving Throws Dex +6, Con +12, Wis +10, Cha +14 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Auran, Celestial, Common, Draconic, Elvish, Gnomish, Ignan, Sylvan, Terran Challenge 17 (18,000 XP)
Channel Radiation. When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must make a DC 18 Constitution save, taking 10 (3d6) radiant damage and 10 (3d6) poison damage. Constructs are immune to this ability. Intergalactic. In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. Primal Fire. The dragon’s breath weapon ignores a target’s resistance to fire; targets who are immune to fire instead only resist the dragon’s breath weapon.

Actions


Multiattack. The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Alien Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and can see it must succeed on a DC 22 Wisdom saving throw or become blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Alien Presence for the next 24 hours. Solar Breath (Recharge 5–6). The dragon exhales a solar flare in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 31 (9d6) radiant damage and 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. Channel Life (3/Day). The dragon creates a corona of sunlight in a 90-foot radius centered on the dragon. All living creatures within the corona regain 31 (7d8) hit points. Undead within the corona must make a DC 18 Constitution saving throw or take an equal amount of radiant damage and become blinded for 1 minute. On a successful save, an undead creature takes half as much damage and isn’t blinded.

Legendary Actions


The dragon 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 solar dragon regains spent legendary actions at the start of its turn. Detect. The solar dragon makes a Wisdom (Perception) check. Tail Attack. The solar dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions


  • On initiative count 20 (losing initiative ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
  • A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn.
  • A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind’s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn’t pushed on a successful one. The solar wind disperses gas or vapors.
  • The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must make a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability.

5e: Greater Fire Elemental

One of the challenges of converting a module from Pathfinder to 5e is the lack of monsters. 5e hasn’t been around as long as Pathfinder, Wizards hasn’t put out monster books at the same rate as Paizo, and only most of the monsters in the MM are open content while none of the monsters in any subsequent monster books are available for me to use. As such, the bestiary section of each adventure is considerably larger than their Pathfinder counterparts.

Take the greater fire elemental in the upcoming Deadly Delves: Temple of Luminescence as an example. This CR 9 variant of the standard MM fire elemental was hardly difficult to make. We started with the basic fire elemental and leveled it up from there. No real problem. However, we had to include the stats for it in this adventure where we could just put the reference to it in the Pathfinder version in the original adventure.

The good thing about this though is that we can bring it to you, both in this adventure and in the upcoming Book of Heroes: Conjurable Creatures. The adventure will be out soon (hopefully by the end of the month) while Conjurable Creatures will be out early next year. The best part is that both of these will be available in game stores sometime next year. We are really looking forward to bringing you some awesome adventures and supplements to your game. Be sure to check them out.

Greater Fire Elemental

Huge elemental, neutral


Armor Class 16
Hit Points 136 (13d12 + 52)
Speed 60 ft.


STR 12 (+1) DEX 23 (+6) CON 19 (+4)
INT 8 (–1) WIS 10 (+0) CHA 9 (–1)


Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 9 (5,000 XP)


Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 10 (3d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

5e: Honor Guard

Not long ago we shared a new spell for Fifth Edition, the conjure minor celestials spell. We assume they didn’t include that spell and replaced it with spells that said a cleric can call up some spirit to fight for you to same room in the MM by not including good things to call up. I’m not a fan of those spells and enjoy calling up creatures to your side that can also have a conversation with you.

The MM does have some lawful neutral celestials that I cannot touch, but that doesn’t stop me from making my own. This one is the first, based upon my own interpretation of the plane of law that I mentioned a while back (and should get back to). I hope you enjoy the honor guard. It will be apart of the Book of Magic: Conjurable Creatures, due out early next year along with many of these other creatures we are posting here on JonBrazer.com.

Until the book is finished, please check out our other Fifth Edition books, like the Book of Heroic Races: Player Races 1, available now at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Honor Guard (Guardian)

Small celestial, lawful neutral


Armor Class 13 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 20 ft.


STR 14 (+2) DEX 12 (+1) CON 15 (+2)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)


Saving Throws Con +4
Skills Athletics +4
Damage Resistance radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened
Senses darkvision 60 ft., passive Perception 10
Languages all, telepathy 120 ft.
Challenge 1 (200 XP)


Aura of Honor. The honor guard is a shining example of honesty. All Deception checks made within 10 feet of the honor guard have disadvantage.
Spiritual Weapon. The honor guard’s weapons instantly disappear when disarmed and reappear in the honor guard’s hands.

Actions


Multiattack. The honor guard makes two bayonet attacks.
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Divine Shot. Ranged Weapon Attack: +3 to hit, range 20 ft./120 ft., one creature. Hit: 12 (2d10 + 1) radiant damage. After firing, the divine shot cannot be fired again until the honor guard takes a move action to reload.

Pathfinder: High Warpriest

When you are talking high level NPCs, their stat blocks can take quite a bit of time to create. Take the one we are featuring today, the high priest of Lirikellein, the goddess of the sun in this adventure: a high priest should be one that has accumulated quite a bit of abilities and gear. Detailing all that requires time, time a busy GM doesn’t have. Just like making high level adventures take quite a bit of time.

This is time we are happy to save you, just like how last week we showed off a very old solar dragon. With Deadly Delves: Temple of Luminescence, we have worshippers of the sun goddess using a ritual to pull the world into the sun. Yourdley, the high priest of the temple is one of those people involved in this endeavor. Now before you say, “killing everyone on the planet is evil,” let me ask you, is trying to bring people closer to a good deity evil? I mean, sure, most don’t take being “closer” to a deity quite so literally, but is it possibly just a good act that you may not like? If you said, “yes it is still evil,” you are right; it is still evil. But it is an act of one that is deluded into thinking that that is what their deity wants. Those that believe it can see it as an “ends justify the means” situation. Others might even believe that anything done to bring people “closer” to their god as good. What does Yourdley believe? You’ll have to read the adventure to find out.

One final point, keen observers will note that this NPC is of a CR equal to its character level. Normally the CR is 1 less than their character level but this NPC has far more gear than a heroic NPC of that level. As such, this NPC is more difficult than its heroic counterparts, raising its CR by 1.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

High Priest Yourdley CR 17

XP 102,400
Male dwarf warpriest of Lirikellein 17
N Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +13


Defenses


AC 27, touch 13, flat-footed 27 (+9 armor, +4 deflection, –1 Dex, +5 natural)
hp 216 (17d8+102+17 temporary)
Fort +19, Ref +6, Will +19; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%, sacred armor (+4, 17 minutes/day) Resist fire 20; SR 29


Offense


Speed 20 ft.
Melee +1 brilliant energy dispelling morningstar +23/+23/+18/+13 (2d6+12/19–20)
Special Attacks blessings 11/day (armor of flame, blinding strike, cleansing fire, fire strike), channel positive energy 9/day (DC 25, 6d6), hatred, sacred weapon (2d6, +4, 17 rounds/day)
Warpriest Spells Prepared (CL 17th; concentration +24)
6th—blade barrier (DC 23), harm (2, DC 23)
5th—flame strike (DC 22), righteous might, spell resistance, true seeing, wall of stone
4th—air walk, blessing of fervor APG, divine power, freedom of movement, spell immunity
3rd—bestow curse (2, DC 20), blindness/deafness (DC 20), daylight, invisibility purge, protection from energy (2)
2nd—align weapon, hold person (3, DC 19), owl’s wisdom, sound burst (DC 19), spiritual weapon
1st—bane (DC 18), command (2, DC 18), doom (DC 18), liberating command UC, sanctuary (DC 18), shield of faith, sun metal UC (DC 18)
0 (at will)—bleed (DC 17), detect magic, guidance, resistance, spark APG (DC 17)


Statistics


Str 18, Dex 8, Con 20, Int 10, Wis 24, Cha 10
Base Atk +12; CMB +21; CMD 29 (33 vs. bull rush and trip)
Feats Combat Casting, Critical Focus, Dazzling Display, Deadly Finish UC, Extra Channel, Great Fortitude, Greater Vital Strike, Improved Critical (morningstar), Improved Vital Strike, Sickening Critical, Shatter Defenses, Skill Focus (Intimidate), Toughness, Vital Strike, Weapon Focus (morningstar)
Skills Appraise +0 (+2 to assess non-magical metals or gemstones), Climb +3, Heal +12, Intimidate +26, Knowledge (religion) +10, Perception +13 (+15 to notice unusual stonework), Sense Motive +12; Racial Modifiers +2 Appraise to assess non-magical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear potion of barkskin (CL 12th, used); Other Gear +1 moderate fortification adamantine half-plate, +1 brilliant energy dispelling morningstar, belt of physical might +4 (Str, Con), cloak of resistance +2

5e: Conjure Minor Celestials

Not long ago we shared with you one of my favorite creations for 5e, the lantern archon. This little talking ball of light is a guide through the heavens and a great helper to servants of a deity. There’s just one little problem with it, a cleric has to be level 13 to summon one and they cannot cast resurrection that day if they want to do so. I mean, I like that little guy and all but not that much.

It never seemed fair to me that wizards and druids can conjure up some help at much lower levels, but not the cleric. In other editions clerics are just as good at calling up help from beyond as wizards. So it only seemed logical that I do something about it.

Conjure Minor Celestials

5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon celestials that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

  • One celestial of challenge rating 2 or lower
  • Two celestials of challenge rating 1 or lower
  • Four celestials of challenge rating 1/2 or lower
  • Eight celestials of challenge rating 1/4 or lower.

A celestial summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
At Higher Levels. When you cast this spell using certain an 8th level spell slot, you choose one of the summoning options above, and twice as many creatures appear.

Here’s the only problem with this spell, the MM as a total of 1 celestial you can conjure with this spell—the pegasus. Even worse, VGtM doesn’t add any. There are a decent number of beasts, fey (mostly evil ones), and elementals in that book, but not a single celestial a cleric can conjure up at any level. The flail snail is conjurable for wizards and druids (or crying out loud), but nothing for the cleric.

So I will continue to correct that oversight, both in our blog and in the book Book of Magic: Conjurable Creatures, coming late 2018/early 2019. This is without a doubt a book focused on spellcasting players, but it is also great for GMs as well. I mean, its a book of monsters; every GM can use more monsters, even ones that are primarily good ones. If you are a GM or someone that primarily players spellcasters, I hope you check this book out.

While you are at it, I hope you also check out all our other supplements for 5e. We have awesome adventures, radical races, and malicious monsters. Dive in at the JBE Shop.

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