Celestial Spirit

CR — · Large Celestial

Celestial Spirit

Unaligned

Recommended Party

Levels 1–3 · balanced at Lv 1

Armor Class

13 (natural armor)

Hit Points

10 3d10 - 6

Speed

0 ft., fly 30 ft. (hover)

STR1 -5
DEX16 +3
CON7 -2
INT10 +0
WIS14 +2
CHA15 +2

Defensive Resilience

SkillsPerception +4
Damage Immunitiespoison
Resistancesradiant

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Sensesdarkvision 60 ft., passive Perception 14
Languagesunderstands Celestial but can't speak

Lore

Arcane Scribe
A celestial spirit is no mere ghost, but a fragment of the Upper Planes draped in a mantle of radiant light and borrowed purpose. Born from the unyielding virtues of Mount Celestia or the fierce joy of Arborea, these entities are the coalesced will of the divine made manifest. Whether appearing as a stalwart defender clad in shimmering plate or a vengeful avenger wreathed in solar fire, they possess a singular focus that borders on the terrifying. To look upon one is to witness the crushing weight of cosmic law or the blinding intensity of divine mercy, an experience that leaves mortal witnesses trembling in the shadow of such absolute, uncompromising purity. Unlike true angels, who possess ancient memories and complex duties, a celestial spirit is often an ephemeral visitor, tethered to the Material Plane by the potent command of a summoner. Yet, echoes of their passage linger; flowers may bloom in the tracks of a defender, or the scent of ozone and incense might hang in the air where an avenger struck down the wicked. Travelers speak of a "Silent Sentinel" in the High Peaks—a celestial spirit that refused to vanish after its summoner perished, remaining for centuries to guard a mountain pass against a demonic incursion that has yet to arrive.

Innate Traits

Ephemeral. The spirit can't wear or carry anything. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Luminous Form. The spirit sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Luminous Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 radiant damage.

Guiding Beacon. The spirit chooses one creature it can see within 30 feet of it. The next attack roll made against that target before the start of the spirit's next turn has Advantage.