Enchant (5e Creature)

Enchant

Medium celestial (angel), lawful good


Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 8 (-1)

Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Common
Challenge 1/2 (100 XP)


Fiery Weapons. The enchant's weapon attacks are magical. When the enchant hits with any weapon, the weapon deals an extra 1d6 fire damage (included in the attack).

Charging Wheel. If the enchant moves at least 20 feet straight toward a target and then hits it with a wheel blade attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

ACTIONS

Wheel Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) fire damage.

Shocking Charge (Recharge 5-6). The enchant splits itself in half, creating an electric tripwire between its two halves. In this state, until the end of its turn, the enchant's movement does not provoke opportunity attacks. It can move through the space of one creature, and when it does so, the target must make a DC 14 Dexterity saving throw or take 7 (2d6) lightning damage and be knocked prone if it is Medium or smaller.


Enchant (Source)

An Angel shaped like a cart wheel. Enchants are designed to compel humanity to continue its struggle and feel no satisfaction at surpassing others.
Enchants protect the fields of the gods from human encroachment and are further responsible for passing communication to the Celestial Plane and correcting the trespasses of humanity.

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