Celestial (Minion)

Creature's Base Stats

Health: 60

Armor: 10

Saving Throw & Skill Check Modifier: 6

Attack To Hit: 5

Attack Damage: 1d8 + 10

Attacks Per Round:  1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)

Spellsave DC: 14

Maneuvers

(P) The monster has Immunity to Radiant and Cosmic damage.

(P): Allies within 10 feet of the monster gain a +2 bonus to ac and saving throws.

(P) The monster's melee attacks deal an additional damage die of radiant or cosmic damage.

(P) The monster cannot be surprised.

(P) Enemies within 10 feet of the monster have disadvantage on attack rolls.

(BA): The monster can use a bonus action to heal an ally within 30 feet for 7 hit points.

(BA): The monster can use a bonus action to grant an ally within 30 feet a +2 bonus to AC until the start of its next turn.

(A) The monster can use its action to emit a blinding light. Each creature within 20 feet must succeed on a Fortitude saving throw or be blinded.

(A) The monster can use its action to force a creature within 30 feet to make a Fortitude saving throw or be paralyzed.

(R): When the monster or an ally within 30 feet is hit by an attack, the monster can use its reaction to impose a 2 penalty on the attack roll.

(R) When the monster takes damage from a creature within 5 feet of it, it can use its reaction to make a melee attack against that creature.

(R): When the monster or an ally within 30 feet is affected by a spell, the monster can use its reaction to the monster can use its reaction to gain a 2 bonus to the saving throw.

Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.


Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.


Minions - 1 Maneuver

Bruiser - 2 Maneuver

Legendary - 3 Maneuver



In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.


Minions - 30 Range

Bruiser - 120 Range

Legendary - 240 Range


Legendary Monsters have 3 unique abilities that make them legendary.

Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.

Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.

Legendary Movement - They are immune to crowd control.

Average:

Average length 3-4 rounds

Choose 1.


  • 8 minions
  • 5 minions + 1 bruiser
  • 2 minions + 2 bruisers
  • 1 legendary + 2 minions

Challenging:

Average length 3-5 rounds

Choose 1.


  • Four bruisers
  • Two legendaries
  • One legendary and two bruisers
  • One legendary, one bruiser, and three minions
  • One legendary and six minions
  • Three bruisers and three minions
  • Two bruisers and six minions
  • One bruiser and nine minions

Epic:

Average length 3-4 rounds

Choose 1.


  • 1 Legendary + 10 Minions
  • 2 Legendaries + 4 Minions
  • 1 Legendary + 3 Bruisers + 1 Minion
  • 1 Legendary + 2 Bruisers + 4 Minions
  • 1 Legendary + 1 Bruiser + 7 Minions
  • 4 Bruisers + 4 Minions
  • 3 Bruisers + 7 Minions
  • 2 Bruisers + 10 Minions

These fights will all keep the battles engaging for players without dragging on. ๏ปฟ

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