Courage (5e Creature)

Courage

Gargantuan celestial (sequi), lawful good


Armor Class 21 (natural armor)
Hit Points 222 (12d20 + 96)
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 26 (+8) 24 (+7) 24 (+7) 25 (+7)

Saving Throws Con +14, Wis +13, Cha +13
Skills Athletics +14, Insight +13, Perception +13
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, fire
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)


Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Divine Awareness. The sequi knows if it hears a lie.

Innate Spellcasting. Courage's spellcasting ability is Charisma (spell save DC 21). Courage can innately cast the following spells, requiring only verbal components:

At will: detect evil and good
3/day each: aid (as 4th-level spell), dispel evil and good
1/day: commune

Legendary Resistance (1/Day). If Courage fails a saving throw, it can choose to succeed instead.

Magic Resistance. The sequi has advantage on saving throws against spells and other magical effects.

Multiple Heads. Courage has two dragon heads. While it has at least one dragon head, Courage has advantage on saving throws against being blinded, deafened, stunned and knocked unconscious.
Whenever Courage takes 50 or more damage in a single turn, one of its dragon heads dies.

ACTIONS

Multiattack. Courage makes as many bite attacks as it has dragon heads.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 18 (4d8) radiant damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage.

Flame Breath (Recharge 56). Courage exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.
If Courage has only one dragon head left, the flame breath instead deals 36 (8d8) fire damage; if Courage has lost both dragon heads, it cannot use its flame breath.

Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning damage plus 18 (4d8) radiant damage. If Courage moved at least 20 feet before the attack this turn, the slam deals an additional 14 (1d12 + 8) bludgeoning damage.

LEGENDARY ACTIONS

The sequi can take 2 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 sequi regains spent legendary actions at the start of its turn.

Detect. Courage makes a Wisdom (Insight or Perception) check.
Tail Swipe. Courage makes one attack with its tail.

Courage, Sequi of Fortitudo (Source)

Courage is a lesser manifestation of Fortitudo. It appears as a harbinger, when Fortitude wishes to test the strength of an opponent. Courage is physically the same as Fortitudo, but wears virdigris-green bronze armor plates. Its halo burns red, denoting its position as a mere clone of an Audito.

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gollark: Further rule 4 violators will be deleted.
gollark: I have maths homework to do so I *will not* leave esolangs until I sufficiently procrastinate. Rule 4, beeoids.
gollark: No.
gollark: Muahahaha.
gollark: I invoke rule 4, then.
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