Luzyndir

by Elfhelptomes

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Luzyndir

Medium Celestial (angel), neutral evil


  • Armor Class 21 (natural armor)
  • Hit Points 250
  • Speed 50 ft, 130 ft flying

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 22 (+5) 15 (+2) 18 (+4) 23 (+6)

  • Saving Throws Dex +11, Wis +9, Cha + 11
  • Skills Persuasion +14, History +8, Perception +7, Arcana +4
  • Damage Resistances piercing
  • Damage Immunities fire, radiant
  • Condition Immunities charmed, exhaustion, frightened,
  • Senses darkvision 200 ft., passive Perception 20
  • Languages all
  • Challenge17 (18,000 XP)

Dark Halo. Luzyndir is immune to direct damage spells from divine casters.

Telepathic Bond. Luzyndir ignores range restriction on his telepathy when communicating with a creature he has charmed. The two don't even need to be on the same plane of existence.

Magic Weapons. Luzyndir's weapon attacks are magical.

Actions

Multiattack. Luzyndir makes three attacks with his Confinement Chain.

Fallen Glory (Recharge 5-6). Ranged Spell Attack. Each creature within 100 feet of Luzyndir and his line of sight take 19(3d12) radiant damage and are knocked prone, or take half as much and aren't knocked down with a successful DC 17 Strength saving throw.

Confinement Chain. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (4d6 +4) slashing damage. The target is grappled (escape DC 15) if Luzyndir isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 14 (4d6) piercing damage at the start of each of its turns.

Charm. One humanoid Luzyndir can see within 60 feet must succeed a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Luzyndir's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Luzyndir's Charm for the next 24 hours. Luzyndir can only have one target charmed at a time. If Luzyndir charms another, the effect on the previous target ends.

Reactions

Supplication. When Luzyndir is knocked prone he can use his reaction to gain 10 temporary hit points.

Legendary Actions

Luzyndir 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. Luzyndir regains spent legendary actions at the start of his turn.

Confinement Chain (Costs 2 Actions). Luzyndir makes one chain attack.

Sociable Confinement (3 Actions). Luzyndir emits an pulse of eldritch power. All creatures within 100 feet and in direct line of sight takes 32 (5d12) necrotic damage, gains two levels of exhaustion, and are paralyzed for 1 minute or until it takes damage. Targets that make a successful DC 15 Charisma saving throw are not paralyzed and gain only one level of exhaustion. This effect destroys Luzyndir's Dark Halo ability.

 

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