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Barong 2014

CR 17 celestial

Large celestial, lawful good


Armor Class
20 (natural armor)
Hit Points
225 (18d10+126)
Speed
60 ft., fly 60 ft.

STR25 (+7)
DEX20 (+5)
CON25 (+7)
INT18 (+4)
WIS23 (+6)
CHA22 (+6)

Saving Throws
Constitution +13, Wisdom +12, Charisma +12
Skills
Insight +12, Perception +12, Persuasion +12
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
radiant
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft., passive Perception 22
Languages
all, telepathy 120 ft.
Challenge
17 (18,000 XP) · Proficiency Bonus +6

Aura of Protection.

All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.

Divine Weapons.

Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).

Magic Resistance.

Barong has advantage on saving throws against spells and other magical effects.

Pack Tactics.

Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Divine Command (Costs 2 Actions).

Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.

Multiattack.

Barong makes two attacks: one with his bite and one with his claws.

Bite.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage.

Claws.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.

Summon Spirit (1/Day).

Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.

Reactions

Divine Protection.

When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.

Legendary Actions

Claw.

Barong makes one claw attack.

Enlightening Roar.

Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.

Divine Command (Costs 2 Actions).

Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details