Azata, Ghaele

Family: Azata

Medium celestial (azata), chaotic good

Armor Class 18 (natural armor)
Hit Points 171 (18d8+90)
Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 16 (+3) 19 (+4) 17 (+3)

Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 14
Languages all
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Magic Resistance. The ghaele has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The ghaele is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:

    ACTIONS

    • Multiattack. The ghaele makes two longsword or light ray attacks.
    • Longsword. Melee Weapon Attack: +11 to hit, 10 ft. reach, 1 target. Hit: 15 (2d8 + 6) slashing damage.
    • Light Ray (Light Form only). Ranged Spell Attack: +11 to hit, range 100/300, 1 target. Hit: 13 (2d12) radiant damage.
    • Light Form. The ghaele assumes a form of pure light. In this form, it retains all of its statistics, is treated as being in gaseous form, but its speed is 150 ft and it can freely use its light ray attacks.
    • Wrathful Gaze. One evil creature with 5 Hit Dice or less must succeed on a DC 17 Constitution saving throw or die.

    ABOUT

    Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked.

    Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount.

    Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

    Azatas can speak with almost any creature because of their truespeech special ability.

    Wanderers. Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

    Knights Errant. Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long.

    This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory.

    Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

    Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.

    Section 15: Copyright Notice

    Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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