Azata, Prydanu

Family: Azata

Large celestial (azata), chaotic good

Armor Class 18 (natural armor)
Hit Points 225 (18d10+126)
Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 24 (+7) 17 (+3) 20 (+5) 20 (+5)

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

SPECIAL TRAITS

  • Clarity’s Grace. All creatures within 30 ft. of the prydanu gain advantage on all saving throws against mind-affecting effects, and intelligence (insight) checks. This aura also functions as an antimagic field with a 30 ft. radius, but only with respect to illusion spells and effects.
  • Innate Spellcasting: The prydanu‘s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The prydanu has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The prydanu makes three trident attacks.
  • Trident. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 20/60 ft., 1 target. Hit: 15 (2d8 + 6) piercing damage. If thrown by the prydanu, this trident returns to its grasp at the end of its turn.
  • Burst of Restoration. All creatures within 30 feet gain a new saving throw against any transmutation spell or effect which allows a saving throw, or any effect that has changed the creature’s form.

ABOUT

Prydanus are fierce champions of Elysium who use their talents to undo the work of oppressors by revealing their deception and releasing their victims from bondage. Among the prydanu’s most hated foes are the alghollthus. Prydanus are drawn to civilizations under the thrall of tyrants. They fight for freedom without hesitation, but their lack of restraint sometimes produces shortsighted plans and unintended consequences. A typical prydanu stands 8 feet tall and weighs 400 pounds.

Radiant and poised, a prydanu appears as an attractive humanoid with small patches of iridescent scales on its glistening skin.

A graceful pair of translucent finlike wings extends from its back, not only allowing it to soar with ease but also granting it impressive agility underwater. Their striking silver eyes are framed with long, feathery lashes and match their metallic-colored nails and lips. A prydanu’s hair varies from one individual to another but is usually several shades and decorated with jewels, flowers, shells, or other such adornments.

Prydanus enjoy the company of their kin, finding particular companionship in ghaeles and yamahs. Prydanus are athletic creatures, and their fondness for swimming and flying is well documented; presenting it a gift of artwork depicting seascapes or a collection of feathers and shells is a way to get on its good side.

Protective Attachments. Prydanus delight in helping the distressed and oppressed, but are also vain, loving praise for their good deeds. Stoking a prydanu’s ego may induce them to return to help again should future troubles arise. They are sentimental and keep and display trinkets to remember places and people they’ve helped, wearing them as charms.

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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