Celestial Aspect, Kindness

Medium celestial, lawful good

Armor Class 18 (natural armor)
Hit Points 228 (24d8 + 120)
Speed 30 ft.

Str Dex Con Int Wis Cha
20 (+5) 20 (+5) 20 (+5) 18 (+4) 25 (+7) 18 (+4)

Saving Throws Con +12, Wis +14
Skills Insight +14, Nature +11, Perception +14
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened
Senses darkvision 120 ft., passive Perception 24
Languages Celestial, telepathy 120 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Innate Spellcasting. Kindness’s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Kindness can innately cast the following spells, requiring no components:
  • Legendary Resistance (3/day). If the celestial fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Kindness has advantage on saving throws against spells and other magical effects.
  • Magical Weapons. Kindness’s weapon attacks are magical.
  • Peaceful Presence. Any creature within 60 feet of him cannot be frightened.
  • Shapechange. Kindness can use a bonus action to shapechange into any kind of Medium-sized humanoid or back into his true form. All his statistics are the same and any equipment he is wearing or carrying is transformed with him. If Kindness dies, he reverts back to his true form.
  • Water Walker. Kindness can walk on any body of water.


  • Multiattack. Kindness makes two melee attacks.
  • Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 22 (5d8) radiant damage.
  • Inspire Allies (4/day). Kindness calls out and any non-evil creatures within 60 ft. add +2 to their next saving throw, ability check, or attack roll.
  • Foster Peace. If a non-evil creature hits Kindness with an attack roll while within 60 feet of him, Kindness magically causes the attack to miss, provided he can see the attacker.

Legendary Actions

Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

  • Cast Cantrip. Kindness casts a cantrip.
  • Healing Touch (Costs 3 Actions). Kindness touches a creature and heals 30 (6d8 + 3) hit points.
  • Halo Throw (Costs 3 Actions). A halo forms above Kindness’s head. He grabs it and throws it. One evil creature of his choice within 100 ft. is automatically hit and takes 27 (6d8) radiant damage.


Kindness wanders the slums and attempts to ease the suffering of ordinary people. He appears as a healthy young man with long brown hair and a brown beard. Wearing simple clothes, he blends into crowds. As he travels through the slums, he radiates a gentle energy. Kindness can travel to other worlds but spends the majority of his time on the Material Plane.

Atonement. This powerful being walks the earth simply to help others. He feels deep empathy for all living things. This wise celestial knows that everyone is connected, in reality there is no separation.

Open Heart. Kindness won’t think twice about providing food and drink for anyone who needs it. He’ll simply magically create it and continue on his path.

Formless. The celestial can change shape into any kind of humanoid. He often does this to go unnoticed and watches how people treat him differently depending on what form he takes.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood

This is not the complete section 15 entry - see the full license for this page