Vigilant of the Warmth - AI-generated fantasy Monster

Vigilant of the Warmth

The Vigilants are the elite hounds of the Fold of Eternal Warmth. They are often sent to the Material Plane to protect children, healers, or those who have shown great kindness to animals. Legends say they were created from the first embers of the World Hearth.

MediumCelestial(Canine)CR 3Neutral Good

Vigilant of the Warmth

CelestialGuardianFamiliarGood
HP52AC14SPD40 ft.CR3PerceptionInsightAthletics
STR
16
DEX
14
CON
16
save
INT
10
WIS
16
save
CHA
14
Keen Hearing and Smell. The Vigilant has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Vigilant has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Ever-Warm Presence. Allies within 10 feet of the Vigilant have resistance to cold damage and advantage on saving throws against being frightened.
Celestial Companion (Familiar). If summoned as a familiar via the Find Familiar spell (requiring a special pact or blessing), the Vigilant retains its statistics but its HP may be adjusted. It can deliver touch spells for its master as normal.
Multiattack. The Vigilant makes two attacks: one with its Bite and one with its Radiant Paw.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage plus 3 () radiant damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Radiant Paw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () radiant damage, and the target's speed is reduced by 10 feet until the start of the Vigilant's next turn.
Bark of Eternal Warmth (Recharge 5-6). The Vigilant emits a thunderous, holy bark in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failure, a creature takes 14 () radiant damage and is pushed 10 feet away. On a success, it takes half damage and isn't pushed.
Sacrificial Shield. When an ally within 5 feet is hit by an attack, the Vigilant can move into the ally's space and take the damage instead. The ally is moved to the Vigilant's former space.
1st level
Cure WoundsEvocation As an action, the Vigilant can lick a creature's wounds to heal it for 1d8 + 3 hit points. It can use this ability twice per day.
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