Radiant Guardian

Mountain folk tell of small pillars of light that stride across the snows at night, guiding lost shepherds back to safety. When a guardian grows ancient it is said to climb the highest spire and become the aurora of that peak.

MediumCelestial(Celestial)CR ModerateLawful Good

Radiant Guardian

celestialmountainguardianradiantflying
HP85AC16SPDWalk 30 ft., Fly 40 ft.CR5PerceptionInsightAthletics
STR
18
DEX
12
CON
16
save
INT
14
WIS
16
save
CHA
15
Aura of Dawn. The guardian sheds dim light in a 10-foot radius and an additional dim glow extends 10 feet beyond that. The light is sunlight for spells and effects that depend on sunlight.
Resolute Spirit. The guardian is immune to charmed and frightened conditions. It cannot be possessed. When subjected to a charm or fear it emits a burst of soft light; creatures within 10 feet must succeed on a Wisdom save or be blinded until the end of their next turn.
Shared Grace. When the guardian uses a healing magical effect on another creature, both the target and the guardian regain hit points.
Luminous Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () radiant damage.
Starbolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () radiant damage. If the target is undead or fiend, it takes an extra 9 () radiant damage and must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Seraphic Beacon (Recharge 5-6). The guardian flutters to a point it can see within 30 feet. Each creature of the guardian's choice in a 10-foot radius around that point must succeed on a Wisdom saving throw or be charmed for 1 minute. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and fiends have disadvantage on the save. A creature that succeeds is immune to this effect for 24 hours.
Wing Interpose. When a creature the guardian can see within 30 feet attacks an ally, the guardian can interpose its wing to grant the ally +3 AC against that attack. If the attack misses, the guardian deals 7 () radiant damage to the attacker.
Forceful Reprisal. When hit by a melee attack, the guardian can force the attacker to make a Strength saving throw or be pushed 10 feet away and knocked prone.
Cantrips
Innate Celestial MagicDivination and Abjuration The guardian can cast the following spells, using Wisdom as its spellcasting ability (spell save DC 14, +6 to hit with spell attacks). It can cast each at will unless otherwise noted: lesser restoration, detect evil and good, beacon of hope. Additionally it can cast these spells using a recharge: daybreak (custom radiant burst, 4th level equivalent) once per long rest.
4th level
Daybreak (Recharge 5-6)Evocation A concentrated burst of dawnlike radiance centered on the guardian. All creatures in a 20-foot radius must make a DC 14 Constitution save. On fail, creatures take 22 (5d8) radiant damage and are blinded for 1 round. On success, half damage and not blinded. Undead and fiends have disadvantage on the save. Recharge after a short or long rest.
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