The Bishop - AI-generated fantasy Monster

The Bishop

The Solar Matriarch was once the mortal queen of a kingdom consumed by an endless eclipse. According to temple records, she offered her crown, bloodline, and final breath to the newborn sun. The sun answered by returning her as an immortal champion clad in red and gold. Since then, she has appeared wherever a sacred law is broken beneath an open sky. Some prophets call her the herald of salvation. Others claim she is the first warning that the sun itself has begun to judge the world.

MediumCelestial(Celestial)CR Challenge 30Lawful good

The Bishop

celestialdivine championfireradiantmythicpaladinsolo bosssunlawjudgment
HP585AC+19SPD50 ft., fly 100 ft. while not incapacitatedCR30 (155,000 XP)AthleticsInsightIntimidationPerceptionPersuasionReligion
STR
34
save
DEX
26
save
CON
32
save
INT
22
save
WIS
28
save
CHA
34
save
Angelic Movement. The Solar Matriarch can move through creatures and objects as if they were difficult terrain. She takes 5 () force damage if she ends her turn inside an object.
Divine Magic Resistance. The Solar Matriarch has advantage on saving throws against spells and other magical effects. Her weapon attacks are magical.
Living Dawn. Bright light shines from the Solar Matriarch in a 30-foot radius, and dim light extends 30 feet farther. Magical darkness of 8th level or lower is dispelled within the bright light.
Radiant Command. The Solar Matriarch cannot be surprised, and she adds her Charisma modifier to initiative rolls. Allies within 30 feet of her cannot be frightened while she is conscious.
Solar Apotheosis. When the Solar Matriarch is reduced to 0 hit points for the first time, she instead releases seven orbiting suns, regains 300 hit points, and enters Solar Apotheosis. Until she dies, her attacks deal an additional 9 () radiant damage, her aura expands to 60 feet, and she can use two legendary actions at the end of each other creature's turn instead of one.
Legendary Resistance. The Solar Matriarch has four uses of Legendary Resistance per day. If she fails a saving throw, she can choose to succeed instead.
Return at Dawn. If the Solar Matriarch dies beneath an open sky, she reforms at the next dawn unless her body is sealed in an area of permanent magical darkness or her Heart of the First Dawn is destroyed.
Sunlit Regeneration. At the start of each of her turns, the Solar Matriarch regains 20 hit points if she has at least 1 hit point and is in bright light. This trait does not function in magical darkness.
Weapons of the Golden Flame. As a bonus action, the Solar Matriarch can cause her mace and shield to blaze. Until the end of her next turn, her weapon attacks ignore resistance to fire and radiant damage, and each creature that hits her with a melee attack takes 10 () radiant damage.
Multiattack. The sunblade mace makes three attacks: two with its mace and one with its shield bash.
Sunfire Mace. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () bludgeoning damage plus 22 () fire damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 20 feet and knocked prone.
Golden Shield Bash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () bludgeoning damage plus 18 () radiant damage. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Spear of the Fiery Sun. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 45 () radiant damage, and the target is wreathed in golden fire until the end of the Solar Matriarch's next turn. While wreathed in this fire, the target sheds bright light in a 20-foot radius, cannot benefit from invisibility, and takes 10 () radiant damage at the start of each of its turns.
Array of Burning Suns. The Solar Matriarch chooses a point she can see within 120 feet. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 66 () fire and radiant damage on a failed save, or half as much damage on a successful one. The area remains filled with blazing light until the end of the Solar Matriarch's next turn. Creatures entering the area for the first time on a turn or starting their turn there take 22 () radiant damage.
Crown of the First Dawn. The Solar Matriarch releases a wave of divine heat. Each creature of her choice within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 36 () radiant damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and is not stunned. The Solar Matriarch can then teleport to an unoccupied space she can see within 60 feet.
Shield of Fiery Scales. When the Solar Matriarch or a creature she can see within 30 feet is hit by an attack, she adds 6 to the target's AC against that attack, potentially causing it to miss. If the attack misses, the attacker takes 14 () radiant damage.
Solar Defiance. When the Solar Matriarch fails a saving throw, she can choose to succeed instead. A burst of sunlight erupts from her armor, and each creature within 10 feet must succeed on a Dexterity saving throw or take 13 () radiant damage.
Solar Step. The Solar Matriarch moves up to half her speed without provoking opportunity attacks. Each creature she moves within 5 feet of takes 9 () radiant damage.
Mace or Shield. The Solar Matriarch makes one Sunfire Mace attack or one Golden Shield Bash attack.
Judgment Chains (Costs 2 Actions). One creature the Solar Matriarch can see within 120 feet must succeed on a Wisdom saving throw or become restrained by bands of golden light until the end of its next turn. The restrained creature takes 18 () radiant damage.
Falling Suns (Costs 2 Actions). The Solar Matriarch chooses up to three creatures she can see within 120 feet. Each target must make a Dexterity saving throw, taking 22 () fire damage and 22 () radiant damage on a failed save, or half as much on a successful one.
Dawn Unleashed (Costs 3 Actions). The Solar Matriarch uses Array of Burning Suns, if available, or recharges Sunlit Rebirth if it has been expended. If she recharges Sunlit Rebirth, she cannot use it until the start of her next turn.
1st level
shield of faithAbjuration The Matriarch creates a shimmering barrier that grants half cover to allies in a 20-foot-radius sphere and deals radiant damage to enemies that enter it.
divine favorEvocation The Matriarch marks a creature for judgment. The target takes additional radiant damage whenever she hits it with an attack.
2nd level
commandEnchantment A target must succeed on a Wisdom saving throw or be magically compelled to obey a short command.
spiritual weaponEvocation The Matriarch creates a radiant weapon that fights independently and can make one attack as a bonus action.
3rd level
sunburstEvocation The Matriarch emits a burst of sunlight that damages fiends, undead, and creatures with sunlight sensitivity.
daylightEvocation The Matriarch creates a permanent zone of daylight that dispels magical darkness and reveals invisible creatures.
5th level
greater restorationAbjuration The Matriarch restores 70 hit points to a creature she touches and ends one disease, poison, or condition affecting it.
8th level
sunbeamEvocation The Matriarch calls down a column of divine flame that deals radiant and fire damage in a large area.
9th level
true resurrectionNecromancy The Matriarch returns a dead creature to life if its soul is willing and its body is intact enough to receive the magic.
Visual sheet

Turn The Bishop into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships