Not all angels are sweet and cute in the traditional sense but all are necesary.

Without the Charron the world would be over rin with zombies because nobody would pass on correctly though.

A Charrons true name can also be a powerful gift but it comes with a heavy price.

Because one day it will be your turn to escort the dead to the afterlife while fending off the demons who would claim such a soul ilegitamtly.

Medium celestial, lawful good

Armor Class 17 (natural armor)

Hit Points 100 (8d10 + 56)

Speed 40 ft., fly 60ft.

STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws Con +12, Wis +11, Cha +12

Skills Perception +11

Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened

Senses truesight 120 ft., passive Perception 21

Languages all, telepathy 120 ft.

Challenge 7 (9,000 XP)

Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

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

Duathi Captains: Charron always own at least 20,000 gold worth in magical vehichless and their vehicles always have the ability to cast these spells

1: Astral projection

2: Plane shift

3: teleport

4: Fly

5: Dimension door

6: Hast

7: Misty Step

Always on time: The charron have a list and an hour glass and a list so powerful they ate always on time when somebody dies. As long as you have two Coppers on you you can toss them to your friend on deaths door step friend and a charron somewhere will toss in a level one healing word for them. This only works if you know a Charrons true name.

Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

Two Coppers Conjure: If you ever learn Charron’s true name its only two coppers to cast the reincarnate spell if you are good alighned.

At will: detect evil and good, invisibility (self only)

3/day each:, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather,

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



Actions

Multiattack. The Charron makes two melee attacks.

River Stick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 12(3d8) radiant damage.

Healing Touch (1/Day). The Charron touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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