Valiance (5e Creature)
Valiance
Huge celestial (cherubim), lawful good Armor Class 19 (natural armor)
Saving Throws Int +12, Wis +12, Cha +13 Angelic Weapons. Valiance's weapon attacks are magical. When Valiance hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Divine Awareness. Valiance knows if it hears a lie. Innate Spellcasting. Valiance's spellcasting ability is Charisma (spell save DC 21). Valiance can innately cast the following spells, requiring only the verbal components. At will: detect evil and good, Sacred Flame, Thaumaturgy, Bless, Calm Emotions, Command , Continual Flame, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Hold Person, Lesser Restoration, Locate Object, Mending, Protection from Evil and Good, Protection from Poison, Purify Food and Drink, Resistance, Sanctuary, Shield of Faith, Silence Magic Resistance. Valiance has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. Valiance makes two valiantium blade attacks. Valiantium Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 22 (5d8) radiant damage. This weapon has the same properties as a vorpal sword. Flying Blade. Valiance releases its valiantium blade to hover magically in an unoccupied space within 10 feet of it. Valiance can then mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Valiance's hands. If the hovering sword is targeted by any effect, Valiance is considered to be holding it. The hovering sword falls if Valiance dies. Cast a spell. Valiance casts one or more spells instead of making that many attacks as part of its Multiattack (of the spells that can be cast in one action or quicker). Bonus action attacks by mentally commanding the blade are always available even if casting 2 “1 action” spells as its Multiattack. Note: this creature is considered as a level 20 character as far as damage from Sacred Flame goes.
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Valiance is a first sphere cherub considered particularly ascendant as a spiritual being even among the other angels. Physical shape means little to the angels of this rank; they exist in a metaphysical form that demonstrates the majesty of the gods. Due to the Valiance’s lack of Legendary Actions (only having 2 effective actions per turn plus a bonus action vorpal sword attack) or Legendary Resistance as are common to CR 20 creatures like the Pit Fiend, the Valiance Cherubim has been granted access to a larger portion of the Cleric spell list than any mortal could hope to handle at once. The methods of combat (once it runs out of spell slots) for the Valiance are as varied as its form, sometimes opting to remove the non-native creatures that often come to the Material Plane immediately with Divine Word and other times personally going into the Nine Hells, Hades and the Abyss to save mortals dragged there. It’s tactics will often be plane shifting an additional 8 celestials to fight and bringing in a Couatl with Conjure Celestial when additional swarms of enemies come. Due to the fact that when Celestials are killed on any other plane than Mount Celestia, they reform immediately on Mount Celestia, a Valiance will use Resurrection and Revivify to bring mortal allies back to fight. Often a Valiance will start combat when swarmed by casting Firestorm followed by Divine Word and giving themselves Shield of Faith (as the same turn, going around the rules in the PHB that say you can’t cast multiple leveled spells in the same turn). If the enemies are caster-heavy and allies are close by and conscious, the Valiance will cast Beacon of Hope (creatures with Magic Resistance in the group will have the Valiance cast Silence on enemy casters instead) and either Heal or Sacred Flame depending on how allies are doing, then using a bonus action to use the valiantium blade at range. If enemies have been thinned out, the Valiance will cast Command generally on the last few stragglers to get them out. If the enemies have not been thinned out by the third round, the Valiance will either just be casting 2 Sacred Flames per round and using the Valiantium blade as a bonus action or drop the Beacon of Hope in order to bring in another Celestial via Conjure Celestial or cast Blade Barrier. Once the job seems hopeless or is done, the Valiance will often cast Etherealness (since it will have used Plane Shift by then) to get onto the Ethereal Plane away from opponents and then cast Temple of the Gods in order to go inside of it to wait a day to be able to use Plane Shift again to get home. Etherealness only lasts for 8 hours (sending the user back after that), but Temple of the Gods lasts for 24 and stops Ethereal travel, thus allowing the Valiance to stay there until it is able to Plane Shift home. The Valiance always use Wish before any battle starts to cast Simulacrum and use the Twinned Spell meta magic to target both itself and another Valiance so that the Valiance never fights alone. These two simulacra have 1/2 the hp of a Valiance, do not regain hp, cannot be Resurrected, and do not have the 9th level spell slot (unless the Valiance was able to target two other Valiance who had all their spell slots, which is often the case), nor do they regain the other spell slots by resting. Thus 9 Valiance coming to the material plane, Abyss or Baator off one’s Plane Shift (as they do) quickly becomes 27 Valiance with 15 of those 18 simulacra having access to a 9th level spell slot (which Simulacra cannot use to cast Simulacrum) and having all of their other spell slots, sorcery points and x/day casts (and, of course, the at will casts and cantrips). |
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