Aurelight Herald

Local mountaineers tell of a glowing sentinel who appears at dawn to strike down oathbreakers and guide the lost. Some monasteries keep small altars to ask permission of an Aurelight before crossing certain passes. Scholars debate whether heralds are former heroes ascended to celestial service or beings formed from mountain light itself.

MediumCelestial(Celestial)CR Moderate (CR 5)Lawful Good

Aurelight Herald

celestialmountainskirmisherhealer
HP85AC17SPD30 ft., Fly 30 ft. (hover), Climb 30 ft.CR5 (1,800 XP)PerceptionAthleticsInsight
STR
16
DEX
12
CON
14
INT
16
WIS
16
save
CHA
15
save
Celestial Nature. The herald is treated as a celestial for effects that care about creature type. It is a lawful being and usually refuses to attack unless provoked or ordered by a higher celestial.
Radiant Presence. The herald sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light is sunlight for the purpose of overcoming darkness and affecting creatures vulnerable to sunlight.
Resolute Heart. The herald has advantage on saving throws against being charmed or frightened. It also has advantage on saving throws against spells and effects created by fiends or undead.
Light of Dawn. Once per long rest, the herald can call Light of Dawn. For 1 minute a 30-foot-radius sphere centered on the herald is filled with bright light that heals allies who start their turn in it for hit points and dispels nonmagical fog and magical darkness. Hostile creatures that end their turn in the light take 3 () radiant damage.
Multiattack. The herald makes two melee attacks with its Sunforged Longsword or it makes one melee attack and uses Radiant Bolt.
Sunforged Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage plus 7 () radiant damage. If the target is an undead or fiend, it takes an extra 7 () radiant damage instead of the normal radiant damage. On a hit the target must succeed on a Constitution saving throw or have bright light shed from its body for 1 minute. While shedding light the creature has disadvantage on Stealth checks and ranged attacks against it have advantage.
Radiant Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () radiant damage. If the target is at half its maximum hit points or less, the damage increases by .
Lay on Hands. The herald lays hands on a creature and restores 16 () hit points. As an action the herald can expend a use of Lay on Hands to cure a creature of one condition: blinded, deafened, poisoned, or frightened. The herald has 6 points in its Lay on Hands pool and regains all expended points each dawn.
Radiant Parry. When a creature the herald can see within 30 feet hits a creature other than the herald with a melee attack, the herald can interpose a flash of radiant steel. The attack roll against the other creature is made with disadvantage. Usable three times, regains uses on a short or long rest.
Dawnstep. The herald takes one of the following actions: Step of Light or Minor Radiant Surge.
Cantrips
Innate Celestial MagicAbjuration The herald can cast the following spells innately, requiring no material components. Spell save DC 14, spell attack +6. At will: light, detect magic. 3/day each: lesser restoration, lesser restoration instead cures an additional condition if cast on a willing creature. 1/day: daylight.
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