Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[CAMPAIGN] Out of the Abyss [SPOILERS]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celtavian" data-source="post: 7029354" data-attributes="member: 5834"><p><strong>The Gallery of Angels</strong></p><p></p><p><strong>The Gallery of Angels:</strong> An angelic solar resides within the depths of the earth as the warden of an angelic prison. Angels that have violated their ethics are sent here. Ariellia then imprisons them in stone. She has grown weary of this punishment. </p><p></p><p>Ariellia was an angel in service to Torm. She was a powerful battle angel with ambitions to become a goddess. Her vanity and pride caused her to pursue battle needlessly. She was censured by Torm for being too zealous in battle and having a merciless stone-heart. She overstepped by assuming the form of a mortal warrior to slay evil in Faerun with merciless zeal. She even defied Torm claiming he was too soft-hearted and tolerant. He cast her into the earth and cursed her into a prison to act as a warden for other angels that violated his ethos. This prison became like a demi-realm. Her power was so great that her blade turned several angels to stone. Her blade became a manifestation of her stone-heart. Now several angels lay trapped beneath the earth encased in stone. She guards this gallery of battle trophies with the same zeal she fought evil with.</p><p></p><p>Ariellia will not give up her angel feathers without a fight. </p><p></p><p>Goal: She demands the PCs bring The Maze Engine to her prison and activate it to free her. If they do so, she will grant them the angel’s feathers they require.</p><p></p><p>“A Gallery of Angels? What a sweet idea. No. This is a prison. I am the warden. You will free me from it.”</p><p></p><p><strong>ARIELLA THE STONE-HEARTED</strong></p><p>SOLAR Large celestial, lawful evil</p><p>Armor Class 26 (natural armor)</p><p>Hit Points 396 (22d10 + 198); (Legendary: 90% of hit die type)</p><p>Speed 50 ft., fly 180ft.</p><p>STR 29 (+9) DEX 26 (+8) CON 28 (+9) INT 25 (+7) WIS 26 (+8) CHA 30 (+10)</p><p>Saving Throws Str +16 Dex +13 Con +16 lnt +14, Wis +15, Cha +17</p><p>Skills Perception +21, Athletics +16, Insight +21</p><p>Damage Resistances radiant; bludgeoning, piercing, and slashing from non-magical weapons</p><p>Damage Immunities necrotic, poison</p><p>Condition Immunities charmed, exhaustion, frightened, poisoned</p><p>Senses truesight 200ft., passive Perception 31</p><p>Languages all, telepathy 120ft.</p><p>Challenge Legendary (50% level)</p><p></p><p>Angelic Weapons. The solar's weapon attacks are magical. All her weapons act as +3 weapons.</p><p>When the solar hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).</p><p></p><p>Celerity: Ariella is known for legendary speed. As a bonus action she can Dash, Disengage, or escape a grapple or similar effect that normally requires an action to make such as escaping an entangle spell.</p><p></p><p>Divine Awareness. The solar knows if it hears a lie.</p><p></p><p>Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:</p><p>At will: detect evil and good, invisibility (self only)</p><p>3/day each: blade barrier, dispel evil and good, dispel magic (7th), resurrection, fire storm</p><p>l/day each: commune, control weather, meteor swarm.</p><p></p><p>Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.</p><p></p><p>Reactive: Ariella can take a reaction on every turn.</p><p></p><p><strong>ACTIONS</strong></p><p></p><p>Multiattack. Ariella makes two greatsword attacks or two bow attacks. Ariella can cast a spell as an action and make one bow or greatsword attack as a bonus action on the same turn.</p><p></p><p>Stoneheart Greatsword. Melee Weapon Attack: +19 to hit, reaah 5 ft. one target. Hit: 22 (4d6 + 12) slashing damage plus 8d8 radiant damage. Anyone struck by her blade must make a DC 23 Constitution saving throw or be restrained as they feel their skin petrify. They must make a new save at the end of each turn until they make two more saves or fail two more saves. If they fail two additional saves, they turn to stone. If they succeed at two saves, they fight off the effect and are free. They must make this save each time they are hit.</p><p></p><p>Slaying Longbow. Ranged Weapon Attack: +18 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 11) piercing damage plus 8d8 radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 23 Constitution saving throw or die.</p><p></p><p>Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 150 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.</p><p></p><p>Healing Touch (4/Day). The solar touches another creature or itself. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p><p></p><p>Stone Angel Slaves: Ariella can animate any of the stone angels in her gallery. They obey her command. The party can free one of her stone angels with greater restoration freeing the angel. Each angel is unique. The animated angels have the same statistics as a stone golem with the flight ability of the type of angel they are.</p><p></p><p>Legendary Resistance. (3/day)</p><p></p><p><strong>LEGENDARY ACTIONS</strong> The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.</p><p></p><p>Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.</p><p></p><p>Searing Burst. The solar emits magical, divine energy. Each creature of its choice in a 30 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.</p><p></p><p>Petrifying Gaze (Costs 3 Actions). The solar targets one creature it can see within 200 feet of it. If the target can see it, the target must succeed on a DC 23 Constitution saving throw or be petrified until magic such as the greater restoration spell restores them. If it misses the initial save, it is restrained. It takes three rounds to become petrified. The target can make a save at the end of each of its round. If it misses a save, it remains restrained. If it succeeds, it breaks the effect. If the target turns to stone, Ariella can animate them in the same fashion as the stone angels.</p><p></p><p>Attack. The solar can make an attack.</p><p></p><p>Cast a Spell. The solar can cast a spell.</p><p></p><p>Reaction: As a reaction Ariella can deflect incoming attacks when she has her blade in hand increasing her AC by 7 for that attack.</p><p></p><p><strong>TREASURE:</strong> Ariella wears a belt of storm giant strength.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong></strong></p><p><strong>Stone Angel Golems</strong></p><p>Large construct, unaligned</p><p>Armor Class 17 (natural armor); Hit Points 178 (17d10 + 85); · <strong>Speed Planetar 40 ft. Fly: 90 ft. Deva: 30 ft.; Fly 90 ft.; Solar: 50 ft.; Fly: 150 ft.</strong></p><p>STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 11 (+0) CHA 1 (- 5)</p><p>Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine</p><p>Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned</p><p>Senses darkvision 120ft., passive Perception 10</p><p>Languages understands the languages of its creator but can't speak</p><p>Challenge 10 (5,900 XP)</p><p>Immutable Form. The golem is immune to any spell or effect that would alter its form.</p><p></p><p>Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.</p><p></p><p>Magic Weapons. The golem's weapon attacks are magical.</p><p></p><p>ACTIONS</p><p>Multiattack. The golem makes two slam attacks.</p><p></p><p>Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.</p><p></p><p>Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7029354, member: 5834"] [b]The Gallery of Angels[/b] [B]The Gallery of Angels:[/B] An angelic solar resides within the depths of the earth as the warden of an angelic prison. Angels that have violated their ethics are sent here. Ariellia then imprisons them in stone. She has grown weary of this punishment. Ariellia was an angel in service to Torm. She was a powerful battle angel with ambitions to become a goddess. Her vanity and pride caused her to pursue battle needlessly. She was censured by Torm for being too zealous in battle and having a merciless stone-heart. She overstepped by assuming the form of a mortal warrior to slay evil in Faerun with merciless zeal. She even defied Torm claiming he was too soft-hearted and tolerant. He cast her into the earth and cursed her into a prison to act as a warden for other angels that violated his ethos. This prison became like a demi-realm. Her power was so great that her blade turned several angels to stone. Her blade became a manifestation of her stone-heart. Now several angels lay trapped beneath the earth encased in stone. She guards this gallery of battle trophies with the same zeal she fought evil with. Ariellia will not give up her angel feathers without a fight. Goal: She demands the PCs bring The Maze Engine to her prison and activate it to free her. If they do so, she will grant them the angel’s feathers they require. “A Gallery of Angels? What a sweet idea. No. This is a prison. I am the warden. You will free me from it.” [B]ARIELLA THE STONE-HEARTED[/B] SOLAR Large celestial, lawful evil Armor Class 26 (natural armor) Hit Points 396 (22d10 + 198); (Legendary: 90% of hit die type) Speed 50 ft., fly 180ft. STR 29 (+9) DEX 26 (+8) CON 28 (+9) INT 25 (+7) WIS 26 (+8) CHA 30 (+10) Saving Throws Str +16 Dex +13 Con +16 lnt +14, Wis +15, Cha +17 Skills Perception +21, Athletics +16, Insight +21 Damage Resistances radiant; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 200ft., passive Perception 31 Languages all, telepathy 120ft. Challenge Legendary (50% level) Angelic Weapons. The solar's weapon attacks are magical. All her weapons act as +3 weapons. When the solar hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack). Celerity: Ariella is known for legendary speed. As a bonus action she can Dash, Disengage, or escape a grapple or similar effect that normally requires an action to make such as escaping an entangle spell. Divine Awareness. The solar knows if it hears a lie. Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, dispel magic (7th), resurrection, fire storm l/day each: commune, control weather, meteor swarm. Magic Resistance. The solar has advantage on saving throws against spells and other magical effects. Reactive: Ariella can take a reaction on every turn. [B]ACTIONS[/B] Multiattack. Ariella makes two greatsword attacks or two bow attacks. Ariella can cast a spell as an action and make one bow or greatsword attack as a bonus action on the same turn. Stoneheart Greatsword. Melee Weapon Attack: +19 to hit, reaah 5 ft. one target. Hit: 22 (4d6 + 12) slashing damage plus 8d8 radiant damage. Anyone struck by her blade must make a DC 23 Constitution saving throw or be restrained as they feel their skin petrify. They must make a new save at the end of each turn until they make two more saves or fail two more saves. If they fail two additional saves, they turn to stone. If they succeed at two saves, they fight off the effect and are free. They must make this save each time they are hit. Slaying Longbow. Ranged Weapon Attack: +18 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 11) piercing damage plus 8d8 radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 23 Constitution saving throw or die. Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 150 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. Healing Touch (4/Day). The solar touches another creature or itself. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. Stone Angel Slaves: Ariella can animate any of the stone angels in her gallery. They obey her command. The party can free one of her stone angels with greater restoration freeing the angel. Each angel is unique. The animated angels have the same statistics as a stone golem with the flight ability of the type of angel they are. Legendary Resistance. (3/day) [B]LEGENDARY ACTIONS[/B] The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see. Searing Burst. The solar emits magical, divine energy. Each creature of its choice in a 30 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Petrifying Gaze (Costs 3 Actions). The solar targets one creature it can see within 200 feet of it. If the target can see it, the target must succeed on a DC 23 Constitution saving throw or be petrified until magic such as the greater restoration spell restores them. If it misses the initial save, it is restrained. It takes three rounds to become petrified. The target can make a save at the end of each of its round. If it misses a save, it remains restrained. If it succeeds, it breaks the effect. If the target turns to stone, Ariella can animate them in the same fashion as the stone angels. Attack. The solar can make an attack. Cast a Spell. The solar can cast a spell. Reaction: As a reaction Ariella can deflect incoming attacks when she has her blade in hand increasing her AC by 7 for that attack. [B]TREASURE:[/B] Ariella wears a belt of storm giant strength. [B] Stone Angel Golems[/B] Large construct, unaligned Armor Class 17 (natural armor); Hit Points 178 (17d10 + 85); · [B]Speed Planetar 40 ft. Fly: 90 ft. Deva: 30 ft.; Fly 90 ft.; Solar: 50 ft.; Fly: 150 ft.[/B] STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 11 (+0) CHA 1 (- 5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 10 (5,900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[CAMPAIGN] Out of the Abyss [SPOILERS]
Top