D&D Homebrew Monster of the Week: Aeiros

Aerios the Celestial Mother by Neigbourh

Pure of heart? You? Bah! I’ve seen insects with more courage than you. You are but mouse, scurrying underfoot, avoiding confrontation, all while corruption and heresy spreads like the plague. You want change? You want to ‘fix’ this realm? Act then.”

– Aeiros of the 7th Heavenly Court.

If I had a nickel for every blogpost I have made so far for a Celestial creature who is righteous to a fault and intolerant to anything even considered unholy, I’d have two nickels, which isn’t a lot but its weird how its happened twice already. Additionally, yet another creature that hovers in the air. It seems my taste for creature design is starting to show already. Hailing from the celestial heavens, the Aerios are dangerous celestials to get on the bad side of, relying on more deceptive means than one might assume to strike with holy retribution.

Aeiros: The Overview

The Aeiros are towering angelic figures who have their heart in the right place, if not a bit too much in the right place. Similar to Absolution, the last Celestial creature we discussed, the Aerios are incredibly righteous and pious creatures who seek to purify the lands of all that is unholy, aberrant, and heretical. Unlike the powerhouse that is Absolution, the Aerios are far weaker and nowhere near as much a battlefield dominator as Absolution. As such, the Aerios must rely on craftier means to turn the tables during combat. While a potent spellcaster, that is not the Aerios’ ace in the hole. Instead, the Aerios relies on its ability to possess and inhibit the bodies of mortal creatures to get close to their quarry before striking them down with holy fire. Additionally, if an Aeiros can help it, you will never see one coming before it’s too late.

Stats and Abilities:

Assertive and single minded at times, the Aerios are powerful angelic figures that track and hunt down those with ties to the unholy and heretical. Despite their noble ambitions, the Aerios have no qualms taking underhanded tactics to secure their goals. The Aerios are well rounded when looking at their statblocks with no real obvious tell-tale sign of weakness, but typically rely on their high WIS modifier for the saves on their notable spells and features. With a DEX of 14 being their lowest stat, the Aerios really can thrive just about anywhere but rely mostly on being in physical confrontation with their opponents as opposed to in the back line.

  • Stats and Skills: The Aerios has no obvious weakness in the stats department, boasting a high WIS alongside their respectable STR, INT, and CHA, the Aerios are perfect all rounders for nearly any situation, however their primary form of combat involves possession and stealthy approaches which isn’t really highlighted in the actual statblock. For starters, while the skill proficiencies they have currently are still applicable, I would say they need to have proficiency with Stealth checks if not outright expertise. With a meager +2 to all Stealth checks, it makes it quite hard for a creature to successfully sneak up on anything, regardless of other features. Bumping the Stealth to either a +5 or +8 would be leagues better and fit more in line with the Aerios’ tactical and sneaky approach.
  • Resistances, Immunities, and Senses: Resistant to nonmagical weapons like many creatures of this caliber and outright to Radiant damage feels very thematic for this creature. It is a holy agent and as such should be at the very least resistant to holy magics if not outright immune. With immunities to the Blinded, Charmed, and Frightened conditions, the only one I don’t agree with is the Blinded immunity. Typically the only time a creature is immune to being blinded is if they don’t have any eyes to speak of as then there would be nothing to actually blind. The reasoning I had for immunities to Charmed and Frightened is that the Aerios are incredibly stubborn and headstrong and would not succumb to these conditions due to their nature as well as their otherworldly physiology. In all honesty, 120ft. of Truesight might be a bit much as even dragons typically only get 30ft. of it. As I am unsure if we have even discussed Truesight to any degree on this blog yet, Truesight allows the following:

“A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.”

So pretty much the Aerios can do the following:
– Ignore illusion based spells and effects.
– See Invisible creatures without needing to make any checks to determine their location.
– See into the Ethereal Plane, the plane which typically acts as an in-between for the Material and the other planes.
– Bypass all forms of darkness or dim light.
– And lastly determine if somebody is currently shapeshifting.
That’s a whole lot for a range of 120ft. I would say Truesight is appropriate and while most creatures only have 30ft., the Aerios could get away with 60ft. due to it being wholly about tracking down and hunting criminals and heretics. It makes sense to me for a creature of this style to be able to see through lies and deceptions a lot better than many others, but 30ft. of Truesight would still serve the Aerios just fine.

Passive Abilities and Actions:

Magic Resistance. The Aeiros has advantage on saving throws against spells and other magical effects.

A staple of mid-higher tier monsters. No comments or adjustments to be made.

Innate Spellcasting: The Aeiros’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Aeiros can innately cast the following spells, requiring no material components:

  • At will: Burning Hands, Detect Evil and Good, Light
  • 3/day each: Blinding Smite, Daylight, Dispel Magic
  • 1/day each: Banishment, Mass Healing Word, Spirit Guardians

While I am quite happy with the spells on selection here, this isn’t perfect:

  • Burning Hands is a decent enough offensive option, but for a CR 8 it does feel a bit on the weaker side, being a 1st level spell that covers and incredibly small 15ft. cone and only dealing 3d6 fire damage. A better option would be Scorching Ray, a 2nd level spell that deals a total of 3d10 across 1-3 targets with 120ft. of range and being an attack roll vs a saving throw.
  • Detect Evil and Good feels almost redundant with hindsight. This spell allows the caster to see if their is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30ft. of themselves. Even if we were to nerf Truesight down to the distance of what most other creatures that have Truesight have, it still would cover the same distance as Detect Evil and Good. Detect Thoughts feels more at home within the Aerios’ utility as while it can see invisible creatures thanks to Truesight, it has no ability to actually probe for thoughts.
  • Light is usually a good utility, but for the Aerios it feels like clashes with what the Aerios is trying to accomplish. The Aerios is all about skulking and sneaking in on the unsuspecting, and it already can see in the dark so why would it illuminate the area? I think a better spell would be Crown of Madness as that gives the Aerios another form of mental control at the cost of its concentration and ability to act aside from dictating the creature through the spell.
  • Daylight is in a similar position as Light. Why would the Aerios want to remove any darkness at all, especially magical Darkness it can see through but most other creatures couldn’t. Silence feels much more applicable in this spell list as if the Aerios can dispose of its prey without a sound, then it absolutely would every chance it gets. Additionally, the non-spell list options within the Aerios kit don’t require any verbal components so it could cast silence, take possession of a martial oriented character or NPC, and then go to town.
  • Mass Healing Word also feels out of place as typically, an Aerios would work alone and would not care too much if others got injured in the wake of trying to dispose of their target. Dominate Person feels like it should be the trump card within the Aerios’ kit, allowing it one final tool to try and gain control of another.

Selective Appearance. The Aeiros can dictate which creatures can perceive it so long as the creatures are not engaged in combat with the Aeiros. Creatures within 120ft. of a hidden Aeiros can make a DC 16 Wisdom (Perception) check to notice remnants of an Aeiros’ presence and will not be surprised should the Aeiros attack the target.

This is just messy writing. I tried to be more creative and unique with how the Aerios could sneak into locations. At the end of the day, because I am trying to create something new, it doesn’t have a preset on how it interacts with other mechanics of D&D, so ultimately it would be better if this was a form of invisibility as opposed to just being perceived. This would still have it function to an indefinite version of the Invisibility spell, having the Aerios be invisible until it attacks, casts a spell, or is successfully hit by a spell or attack. After it has been revealed, the Aeiros must wait 1 full minute before it goes back to being invisible.

Multiattack. The Aeiros makes two attacks.

Nothing to say. Standard feature for a monster of this caliber.

Luminous Strike. Melee Spell Attack. +8 to hit, reach 10ft., one target. Hit: 14 (4d6) radiant damage.

The standard attack of the Aeiros. The damage might be a smidge high paired with the multiattack, but honestly it’s not completely game-breaking with the damage it can deal.

Radiant Blast. Ranged Spell Attack. +8 to hit, range 60ft., one target. Hit: 16 (4d8) radiant damage.

With the revamp to the spell list to include Scorching Ray, this feels almost redundant, especially with the fact that the Aeiros will likely never be attacking at a range as it wants to get close, possess someone, or get close enough to control through Crown of Madness or Dominate Person. This has no place in this statblock and will be removed.

Possession (Recharge 6). The Aeiros can enter the mind of a humanoid creature it can see and use their body as its own. The Aeiros targets a creature it can see within 60ft. of itself and forces them to make a DC 16 Charisma saving throw or become possessed by the Aeiros. While a creature is possessed in this manner, the target is incapacitated and loses control of its body.

The Aeiros now controls the body but doesn’t deprive the target of awareness. The Aeiros can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The Aeiros can still cast spells from its Innate Spellcasting feature as normal. The possession lasts until the body drops to 0 hit points, the Aeiros ends it as a bonus action, or the Aeiros is forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the Aeiros reappears in an unoccupied space within 10 feet of the body. The target is immune to this Aeiros’ Possession for 24 hours after succeeding on the saving throw or after the possession ends.

This is the Aeiros’ trump card. Forcing a creature to make a CHA save or become possessed leads to a number of problems, namely the Aeiros becomes undamageable until it exists the possessed individual. The game-plan for an Aeiros is to target a powerful martial PC or NPC, giving it a boost to its AC and hit points while still retaining all of its spell casting abilities and mental stats. If a party is ambushed by an Aerios, it could spell disaster as there are very few tools to actively get rid of an Aeiros once it is possessing someone. The only saving grace is that once a creature saves or is no longer possessed, they become immune for 24 hours, and with the recharge timer on this ability somewhat forces the Aerios to target creatures with low Charisma scores and higher hit point totals to try and maximize the ability.

Revisions:

I am quite happy with this statblock, but again it’s not perfect though thankfully the changes that need to be made are pretty simple:

  • Lowering Truesight down to 30ft.-60ft. of range as opposed to 120ft.
  • Spell list revisions of changing certain spells out to better mesh with the ideas I have for this creature.
  • Tweaking Selective Appearance to just be normal invisibility for rule clarity.
  • Remove Radiant Blast as it is somewhat replaced by Scorching Ray and clashes with the attack economy the Aeiros wants to be prioritizing.
Raziel, Scholar of the Infinite by Peter Mohrbacher

Thank you for reading another entry in this series. It has been a bit stressful trying to get this out between work, errands, and other projects I’m working on. Recently I have been resuming work on the other WIP statblocks I have sitting in my collection which has lead to even more to-dos in my life, but I’m keeping myself on these posts, trying to make sure we got one out every two weeks! See you next time and thanks again!

Monster of the Week: Absolution

God of Time by Shiyao Jiang

REPENT! Your time is nigh! Justice shall be unleashed upon your wretched lands! Purified with divine retribution and the blood of the sinners, this land shall be reborn the same laws your kin abide by: The Laws of War!”

– Absolution’s Decree.

Absolution: The Overview

As the first member of the Celestial Compendium, Absolution is by no means a push over. Weighing in at a hefty Challenge Rating of 16 (on par with with many Adult Dragons), Absolution is a force to be reckoned with and while might appear in earlier sections of a story, will only be found in combat towards the later levels of the campaign. A zealous and powerful force of nature with an obsession to smite the hedonistic sinners, fiends, and unholy creatures of the realm in blazes of divine light without remorse. Loaded with powerful spells, bits of machinery orbiting around itself to bludgeon nearby enemies, and surrounded by an aura that weakens the unholy creatures that have earned Absolution’s ire.

Taking the appearance of a vaguely humanoid person from the waist up, Absolution wears ragged robes around their chest with an intimidating yet ornate head piece. From roughly the waist down is where Absolution shifts to something foreign and vaguely eldritch. Comprised of metal wings with rows of sharp edges, gears, feathered wings, and ornate motifs spread across their body in golds and reds. Absolution is not a celestial to bestow kindness or hope: Their an agent of unmaking, using their divine strength to vaporize and wipe away stains across the land. Due to their over-the-top methods and mannerisms, rarely are they permitted by their overseers (often a literal god or Empyrean) to actually interact with the planes directly, much to their annoyance. This doesn’t stop them from commanding other celestials under them from acting in their name, though in more trying times Absolution will descend from the heavens and revel in the destruction of the unholy.

Stats and Abilities:

Absolution is a powerhouse and has little weakness in their abilities, relying on destructive spells and abilities with some support for any allies or innocent bystanders that happen to be in the fray of Absolution’s war path.

Starting from the top, as a Lawful Good creature, Absolution does want to do good and just by others. Yet, their perspective is slightly twisted and skewed as they believe peace can only be obtained through the absolute (heh) eradication of Aberrations, Fiends, and the Undead. Poison may seem like a weird damage to be resistant to and in hindsight I agree, yet a lot of creatures throughout 5th edition are resistant or flat out immune to the poison damage type, though i do not believe looking back that Absolution should be resistant towards poison damage as no other Celestial from the Monster Manual is either. This would also remove the immunity to the poisoned condition. Utilizing truesight, Absolution is also able to see through illusions and invisible creatures, making it that much harder to get the drop on them or trick them in combat.

Stats and Skills: Absolution first and foremost is focused on hitting hard and leaving sparing none of their combatants. With their lowest stat being a 16 in DEX, Absolution is strong in almost every regard, but excels in their mental stats. 20 INT, 24 WIS, and 20 CHA make Absolution a spellcaster’s nightmare already, but paired with advantage on all spell saves this makes Absolution almost impossible to deal with spells such as the big damage dealers like Fireball, Blight, or Lightningbolt. Even spells to try and remove/hinder Absolution such as Banishment or Planeshift would be difficult to pull off leaving Absolution a force that must be tackled almost exclusively with brute force. Being proficient with both Insight and Perception checks, Absolution will see through any deception or trick like a glass pane and see any attempt to sneak up or away with minimal issue. Ever vigilant, ever ready to smite.

Passive Abilities and Actions:

Angelic Aura: Any Aberration, Fiend, or Undead within 30ft. of Absolution that is not of the same alignment suffers disadvantage on saving throws from spells or other magical effects.

This is a very, very useful ability for Absolution as a supportive measure. Despite being a powerhouse that can do quite the bit of damage on its own, Absolution have no qualms teaming up with other Celestials or heroes that share in the urge to fight such creatures. A lot of higher tier monsters have Magic Resistance so being able to nullify that outright is quite the boon. There is exactly 1 Aberration/Fiend/Undead that shares the Lawful Good Alignment and that is the Flumph, a token helper and sign of good fortune for adventurers. All others suffer under Absolutions oppressive aura.

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

Our first Legendary Creature of the series! Legendary Resistances are an ability where if a creature fails a saving throw, it instead can expend a use of one of its Legendary Resistances to succeed instead. Most Legendary Creatures have 3 per day, regaining all uses the next day. Absolution is in a league of its own and will rarely fail a saving throw, so when it does it will use one of its Legendary Resistances immediately.

Machinery Orbits. Gears and celestial machinery orbit Absolution, providing a protective aura. Absolution and friendly creatures within 30 feet gain advantage on saving throws against spells and other magical effects.

Working as the inverse of Absolution’s Angelic Aura, the floating debris and metal that makes up most of Absolution’s form orbit and protect allies of Absolution, giving them a boon in festively the Magic Resistance feature so long as they remain within 30ft. of Absolution. Hindsight, I think this ability needs to be changed slightly to offer bonus AC instead as visually i cant really see how suddenly being engulfed and surrounded by floating debris helps you against spell saves.

Magic Resistance. Absolution has advantage on any saving throws from spells or other magical effects.

Magic Resistance is a stapple for higher tier monsters, especially ones tied to magical capabilities such as divine powers. Not much else to note as this is just the cherry on top for defenses against spells like mentioned earlier.

Spellcasting. Absolution is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). They requires no material components to cast its spells. Absolution has the following cleric spells prepared:

  • Cantrips (at will): light, sacred flame, spare the dying
  • 1st level (4 slots): command, detect evil and good, detect magic, guiding bolt
  • 2nd level (3 slots): lesser restoration, silence, zone of truth
  • 3rd level (3 slots): dispel magic, magic circle, spirit guardians
  • 4th level (3 slots): aura of life, banishment
  • 5th level (2 slots): flame strike, greater restoration
  • 6th level (1 slot): forbiddance

Hoooo, the first creature with spellcasting and it is a doozy of a list. Strap in, this will be a bit long but I’m going to try and simplify it.

Cantrips:
Light-Because Absolution has truesight, it has little use for Light as it can see up to 120ft. in absolute darkness. Light only grants a 40ft. radius. This is a spell really useful when Absolution is aiding allies in areas of darkness who cannot see.
Sacred Flame– An offensive spell requiring a DEX save. As a 12th level caster, its damage is increased up to 3d8 radiant, which is nothing terrible to scoff at, but not great either.
Spare the Dying-Only useful if an ally of Absolution falls to 0 hit points. Even then, unless its a PC or an NPC that the DM is purposely using death saves for, its functionally only there to aid a player.

1st Level:
Command-Very useful for shutting down certain individuals by forcing a WIS save and commanding them with 1 word. “Grovel”, “Halt”, and “Scatter” are some commands Absolution might use to cause an enemy to leave themselves open to attacks from others.
Detect Evil and Good-Allows the caster to sense most magical creatures within 30ft. of themselves. Functionally useless once in combat as Absolution has truesight, being able to detect anything hiding without requiring a spell slot.
Detect Magic-Allows the caster to see lingering magical effects and enchantments within 30ft. of themselves. Another fairly useless spell for Absolution directly due to their truesight and the spells lack of use in combat.
Guiding Bolt-A ranged attack that deals a solid 4d6 radiant damage on a hit and granting advantage on the next attack roll towards the target. No notes, this is a very good spell for Absolution.

2nd Level:
Lesser Restoration-Decent support spell, but under current rules of Machinery Orbits, it will not be super useful as a lot of debilitating conditions come from spells. Still, useful to have on hand.
Silence-A great support spell to shut down enemy casters even further. Concentration means this competes slightly with others, but can be used a great opener if starting from a distance. With Absolution’s flying speed, it can remain outside the sphere and still sling spells and firing ranged attacks.
Zone of Truth-Entirely useless in combat and more so used as a form of proof if Absolution figures out its being deceived. With a +12 to Insight checks, Absolution will not be needing Zone of Truth for itself.

3rd Level:
Dispel Magic-Great spell for removing beneficial buffs to other creatures and fits nicely with Absolutions semi-supportive kit.
Magic Circle-Useless once in combat due to its 1 minute casting time (each round of combat is 6 seconds. 1 minute equals 10 rounds of combat). However, very beneficial for weakening magical creatures if used preemptively due to its three abelites crippling a chosen creature type. Niche, but not bad.
Spirit Guardians-Gold standard spell. Concentration so Absolution won’t be able to cast another concentration spell while this is active. Deals good damage over time to any creature (of Absolutions choice) in a sizeable area. Additionally slows creatures down while in the Area of Effect. Absolution will almost always start with this spell unless they are starting combat far from the fray.

4th Level:
Aura of Life-Situational at best. If this wasn’t a concentration spell it would be better for Absolution; granting resistance to necrotic damage, granting 1 hit point for allies at 0 hp, and preventing hit point maximums from being reduced are all beneficial. However because it is a concentration based spell, Absolution has better spells to focus on.
Banishment-Very, very good spell. A pesky enemy threatening or harassing Absolution? Boom. Gone. Out of the fight until concentration drops or a full minute passes. Another bonus is that when banishing Aberrations/Fiends, chances are they aren’t from the plane their on (unless your specifically on their home turf), so banishment will just remove them from the fight indefinitely (as long as a full minute of concentration is used).

5th Level:
Flame Strike-Big damaging AoE spell that deals appears in a large column of fire. Great for purging the unholy. No notes.
Greater RestorationLesser Restoration on steroids. More useful out of combat due to niche situations that call for it (dispelling curses, more serious conditions like Petrification, or reductions to ability scores).

6th Level:
Forbiddance-Useless in combat due to its 10 minutes casting time (100 rounds of combat…) but can be useful in Absolution is guarding a sanctuary or consecrated sight as it prevents creatures from teleporting within a 40,000sqft. area and it deals damage to 1 kind of creature that enters the area for a good chunk of damage (5d10 radiant/necrotic) each time the creature first enters the area or starts its turn there. The issue is… Absolution is an aggressive celestial and prefers to focus on offense over defense. Niche at best, useless at worst.

Multiattack. Absolution makes two attacks: one with their Light Beam and one with her Gear Slam.

Standard amongst nearly every monster above CR 5. Could be modified by just saying two attacks as there is no real reason why Absolution is limited to one ranged and one melee attack each turn.

Light Beam. Ranged Spell Attack. +12 to hit, range 120ft., one target. Hit. 27 (6d8) radiant damage.

Straightforward, long distance, heavy hitting spell attack. Unless facing a creature that relies on a high AC and dumped DEX into the ground, there’s little reason to use Sacred Flame over this.

Gear Slam. Melee Weapon Attack. +9 to hit, reach 10ft., one target. Hit. 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) radiant damage.

Hindsight 20/20. It makes no sense, no matter how holy or divine, being socked in the head by a flying gear deals radiant damage. Needs to be reworked: significantly less chance to hit than Light Beam, deals 1 point less damage over all, and is restricted to a range of 10ft vs 120ft.

Heavenly Radiance (Recharge 5-6). Absolution releases a burst of radiant energy in a 30-foot radius. Each creature in that area must make a DC 22 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one.

Recharging feature that should be equivalent to a dragon’s breath weapon. Instead it does less damage than Absolutions entire multiattack… Needs heavy reworking. CON saves are also just near useless for a large chunk of both fighting other creatures and Player Characters.

Legendary Actions: Absolution 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. Absolution regains spent legendary actions at the start of their turn.

Every Legendary Creature has a set of Legendary Actions alongside their Legendary Resistances (again, usually 3) that recharge at the start of its next turn. The only difference is, instead of occurring when failing a save, the creature can choose to take 1 Legendary Action (so long as it has remaining Legendary Actions available) at the end of another creature’s turn. Absolution has the following Legendary Actions:

Light Burst. Absolution casts their Light Beam spell.

Unless otherwise mentioned, each Legendary Action takes 1 Legendary Action to use. So for example, Absolution could take use Light Burst three separate times (each after a different creatures turn) within 1 round of combat before needing to wait before their turn. It is common for a creature to have a simple attack for a Legendary Action.

Call to Arms (Costs 2 Actions). Absolution summons 3 (1d6) celestials to their aid. Each of these celestials can be no higher than CR 5.

Another ability in need of revision. The idea is ok, but with the only restriction being that each individual summoned celestial cannot have a CR rating greater than 5, summoning (average) 7 unicorns would just ruin a fight with their abilities to teleport and heal each other. Additionally, Absolution has no limit on how many summons it can have in total nor how long they last. Hope you enjoy 21 unicorns by round 3…

Celestial Restoration (Costs 3 Actions, 3/day).  Absolution casts Mass Heal, targeting themselves and up to three other creatures within 30ft. of themselves.

A very strong ability that again, needs some refining. For 3 times per day, this a grand total of… 2,100 hit points. While this is spread between 3 separate creatures, this is ridiculous. For maximum effect and value, Absolution would have to wait until itself and/or 3 other creatures of its choosing are on deaths door and then fully heal. Because it can take a Legendary Action immediately after a players turn (granted it needs all 3 actions available), it is can use this ability as soon as it feels like it absolutely needs to without too much punishment (Mass Heal 9th level spell so counterspelling is expensive/risky).

Revisions:

Oh boy where to begin. To put it simply, this statblock is a mess. It is grossly overturned while also wielding frankly lackluster or questionable features. Its a creature that enjoys being in the fray, maximizing its usage of its Angelic Aura, Machinery Debris, and being able to use Heavenly Radiance, yet its melee attack is weaker than its ranged option, the abilities it has are a myriad of questionable choices from my end. I plan on heavily revising this creature later, and that’s kind of what this is. A way for me to revaluate, tweak, and gain input form others. So if any of you read something else that causes you to scratch your head a bit, please reach out. Until next time!

Raziel, Scholar of the Infinite, Peter Mohrbacher

The first of the celestials done! Despite my harsh critiques, I still really like what I have done with Absolution and I think it functions as a great baseline for a higher tier celestial adversary. I just believe and know I can do better, so with some modifications this can go from an ok statblock to something much much better.