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Aviere 2014

CR 1/2 celestial

Tiny celestial, any good


Armor Class
12
Hit Points
17 (5d4+5)
Speed
10 ft., fly 30 ft.

STR7 (-2)
DEX14 (+2)
CON13 (+1)
INT10 (+0)
WIS12 (+1)
CHA14 (+2)

Saving Throws
Skills
Performance +6, Religion +4
Resistances
radiant
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
passive Perception 11
Languages
Celestial, Common, telepathy 60 ft.
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Divine Rejuvenation.

An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere’s deity prays over the aviere’s ashes at dawn. If unholy water is sprinkled on the aviere’s ashes, the aviere can’t return to life, except through a wish spell or divine will.

Illumination.

The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Magic Resistance.

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

Magic Weapons.

The aviere’s weapon attacks are magical.

Actions

Claw.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.

Song of Life.

The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable.

Song of Healing (1/Day).

The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details