Emissary of the Celestial Council: Difference between revisions

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Revision as of 13:34, 8 February 2024

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Sometimes called the voices of the gods, Emissaries are planar beings that serve as spokespeople on behalf of great pantheons. Some Emissaries might be children of the gods, and some might be champions that were once mortal and rose to a form of immortality. Sometimes, one or more gods might simply wish an Emissary into existence.

Emissaries will strive to represent their pantheons as truly as they can. An Emissary of the Celestial Council is likely to be cordial, reserved, and diplomatic; even if they do want to help a person, they are only likely to do so if they see no potential downsides or imbalances that their assistance might cause. Emissaries from the Exiles can come across as similarly diplomatic, but their demeanors mask careful political calculations as they attempt to leverage their power to force mortals into their service.

A fully prepared Emissary of the Exiles is particularly deadly in combat, as it almost always carries at least two Enchanted Weapons on its person and usually bullies fiends from Inferno into accompanying it as its bodyguards.

Emissary of the Celestial Council

Monster Level: 22
Large. Humanoid Celestial (Divine)
STR DEX END AWR INT CHA
4 3 3 7 1 4
Ref: 13 Fort: 13 Ant: 19 Log: 13 Will: 16
Resist Divine 7, Physical 7, Psychic 3
Armor Rating 18 DR 7/Psychic
Hit Points 220 Immune Radiant
Speed 40 ft, Fly 60 ft Senses Truesight 30 ft
Skills (STR) Menacing +12; (AWR) Intuiting +12; (CHA) Empathy +7, Persuading +12 Traits Immutable, Iron Will, Steel Mind, Unerring Mind, Regen 3
Features
Divine Prayers. Using AWR, the Emissary can cast the following prayers. Amplify, Celestial Grace, Graceful Poise, Light Burst, Stabilizing Touch.

Innate Divinity. Using AWR, the Emissary can cast the following spells innately.

(At Will) Angel Wings, Armor of Starlight, Censure, Compel Truth, Decree

(3/Rest) Banish, Celestial Form, Healing Touch, Intervene

(1/Rest) Heavenly Fire, Laurel of Stars, Radiant Word, Salvation

Divine Rituals. Using AWR, the Emissary can cast the following divine rituals. Calming Presence, Empathy, Exorcism, Greater Restoration, Hallow, Prayer of Healing, Revive.

Mental Shields. The Emissary has +2 to all mental defenses.

Radiant Burst. When the Emissary becomes Bloodied, it makes a Radiant Burst attack.

Restorer. The Emissary’s Greater Restoration ritual recharges 1/Rest.

Planeswalker. The Emissary may cast the Gateway spell 1/ Rest, and can end the Gateway spell early if it wishes. This spell counts as Divine when cast in this way.

Actions

The Emissary can take THREE of the following actions, or take the same action three times.

Move. The Emissary can move up to its speed.

Radiant Longsword. Reach 5 ft One-Handed Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp and 9 (2d8) radiant.

Prayer. The Emissary can cast one of its prayers.

OR the Emissary can take ONE of the following actions...

Move. The Emissary can move up to its speed.

Radiant Longsword. The Emissary can make its Longsword attack.

Prayer. The Emissary can cast one of its prayers.

...AND take ONE of the following actions.

Spell. The Emissary can cast one of its spells.

Holy Intervention. The Emissary chooses a friendly creature within 30 ft of it. The next time that creature takes damage before the start of the Emissary’s next turn, the Emissary takes the damage instead.

Radiant Burst. 30 ft Radius Natural Weapon. +3 vs FORT of each hostile creature in the radius. Hit: 18 (4d8) radiant and the creature is blinded until the end of its next turn.