Emissary of the Exiles: Difference between revisions

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(Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...")
 
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Info
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.
{| class="creature"
{| class="creature"
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Emissary if the Exiles ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 24''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Large. Humanoid Celestial Fiend ([[Divine]])''
|-
|-
!'''STR'''
!'''STR'''
Line 21: Line 24:
!CHA
!CHA
|-
|-
!0
!4
!0
!1
!0
!1
!0
!8
!0
!8
!0
!8
|-
|-
|
|
!Ref: 10
!Ref: 11
!Fort: 10
!Fort: 11
!Ant: 10
!Ant: 20
!Log: 10
!Log: 20
!Will: 10
!Will: 20
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Info
| colspan="3" |'''Resist''' Divine 7, Physical 7, Radiant 3
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''[[Armor]] Rating''' 17 (infernal armor)
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''DR''' 7/Radiant
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 240
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Immune''' Fire, Necrotic
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 40 ft, 60 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Senses''' Truesight 60 ft
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |'''[[Skills]]''' (STR) Menacing +16; (AWR) Intuiting +12; (CHA) Deceiving +16, Persuading +16
| colspan="3" |'''Traits''' Info
| colspan="3" |'''Traits''' Immutable, Iron Will, Steel Mind, Unerring Mind, Regen 3
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Mind [[Shield]].''' The Emissary has +2 to all mental defenses. Innate Divinity. Using CHA, the Emissary can cast the following spells innately.
 
(At Will) Brooding [[Darkness]], [[Compel Truth]], [[Decree]], [[Demoralize]], [[Shining Bolt]]
 
(3/Rest) [[Banish]], [[Celestial Form]], [[Heavenly Fire]]
 
'''Divine Rituals.''' Using AWR, the Emissary can cast each of the following divine rituals. Create [[Undead]], [[Exorcism]], [[Greater Restoration]], and [[Revive]].
 
'''Lifeblood.''' When the Emissary is Bloodied, if its blood lands on solid ground, then the blood becomes a Damned Soul that acts on the same [[initiative]] count as other Damned Souls.
 
'''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.
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]

Revision as of 13:33, 8 February 2024

[Back to creatures]


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 if the Exiles

Monster Level: 24
Large. Humanoid Celestial Fiend (Divine)
STR DEX END AWR INT CHA
4 1 1 8 8 8
Ref: 11 Fort: 11 Ant: 20 Log: 20 Will: 20
Resist Divine 7, Physical 7, Radiant 3
Armor Rating 17 (infernal armor) DR 7/Radiant
Hit Points 240 Immune Fire, Necrotic
Speed 40 ft, 60 ft Senses Truesight 60 ft
Skills (STR) Menacing +16; (AWR) Intuiting +12; (CHA) Deceiving +16, Persuading +16 Traits Immutable, Iron Will, Steel Mind, Unerring Mind, Regen 3
Features
Mind Shield. The Emissary has +2 to all mental defenses. Innate Divinity. Using CHA, the Emissary can cast the following spells innately.

(At Will) Brooding Darkness, Compel Truth, Decree, Demoralize, Shining Bolt

(3/Rest) Banish, Celestial Form, Heavenly Fire

Divine Rituals. Using AWR, the Emissary can cast each of the following divine rituals. Create Undead, Exorcism, Greater Restoration, and Revive.

Lifeblood. When the Emissary is Bloodied, if its blood lands on solid ground, then the blood becomes a Damned Soul that acts on the same initiative count as other Damned Souls.

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 MONSTER can take FOUR of the following actions, or take the same action four times.

Feature. Info

OR the MONSTER can take TWO of the following actions, or take the same action twice...

Feature. Info

...AND take ONE of the following actions.

Feature. Info

OR the MONSTER can take TWO of the following actions, or take the same action twice.

Feature. Info
Reactions
Feature. Info

Features

Features. Info

Actions

Features. Info

Reactions

Features. Info