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C C A

Medium/Large Celestial, Chaotic Neutral


Melee Weapon Attack:+8, Reach 5 ft., One target
Armor Class 21/17(frozen skin/sizzling skin)
Hit: 9 (1d10+4) piercing damage plus 7 (2d6) fire damage
Hit Points 202
Speed 40 ft., fly 60 ft
Ranged Weapon Attack:+10, Range 120 ft, One target
Hit: 11 (2d10) fire damage
(+8) (+4) (+8) (+0) (+6) (+3)

Ranged Weapon Attack:+10, Range 30 ft., One Target


Saving Throws Hit: 16 (3d10) fire damage
Skills [Overheat Attack]
Damage Resistances slashing, piercing, bludgeoning from nonmagical attack
If hit, the target must do a DC 18 Strength Saving Throw. If failed target is restrained.
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified,
prone, restrained Melee Weapon Attack:+12, One target
Senses blindsight 60ft, passive perception 21 Hit: 13 (1d10+8) Slashing damage plus 21 (6d4+6) fire damage
Languages Common, celestial [Overheat Attack]
Challenge ( XP)
If this attack roll exceed the target's AC by 5, the target takes max roll from fire damage
Proficiency Bonus 4 instead.

If The crying children accumulate 15 or more Fire damage, they become Overheated, The Crying Children makes 3 attack, or 2 of each (max 2 attack) overheat attack
dealing more damage with attacks but becoming more vulnerable to attack. (Meta wise AC
down to 17)
R
If The Crying Children got hit by cold damage this condition disappear unless its HP is
below 60%
Whenever a creature within 5 feet of The Crying Children hits its with a melee attack, it
skin erupts with flame. The attacker and The Crying Children takes [[2d8]] fire damage
While Overheated: inflict [[2d4]] fire damage to attacker when hit. [This Reaction can't be used if Overheated]

HP does not go below 60% of Max HP. If hit at 60% HP proceeds to the next phase, purge
all condition from self, and spawn Unseeing, Unhearing, Unspeaking children.
L A M A
The Crying Children can take 3 legendary actions, choosing from the options below. Only HP does not go below 60% of Max HP. If hit at 60% HP proceeds to the next phase, purge
one legendary option can be used at a time and only at the end of another creature's turn. all condition from self, and spawn Unseeing, Unhearing, Unspeaking children.
The Crying Children regains spent legendary actions at the start of its turn.

The Crying Children attack with jagged longsword or fire bolt. Overheat attack can be used The Crying Children unleash a fiery cry. Each creature within 30 feet radius of it must do a
at 2 cost action DC 20 Dexterity Saving Throw or take [[5d10]] fire damage. Half on successful save.

The Crying Children use 1 of its Legendary Action to gain advantage on 2 of its next attack [Overheat Attack]
on its next turn
A beam of light flashes out in a 60 ft line. The target must do a DC 18 Wisdom Saving
Throw or take [[3d6]] Psychic damage. If the target fail twice at this saving throw the target
become frightened

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