Celestial Aspect, Patience

Medium celestial, neutral good

Armor Class 17 (natural armor)
Hit Points 336 (32d8 + 192)
Speed 30 ft.

Str Dex Con Int Wis Cha
18 (+4) 20 (+5) 23 (+6) 20 (+5) 23 (+6) 20 (+5)

Saving Throws Dex +12, Con +13, Wis +13
Skills Insight +13, Perception +13, Stealth +12
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 23
Languages Celestial, telepathy 120 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Aura of Calm. Any non-evil creatures within 60 feet of Patience feels a deep calmness and adds +1 to their saving throws.
  • Divine Awareness. Patience knows if she hears a lie.
  • Innate Spellcasting. Patience’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no components:
  • Inscrutable. Patience is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain Patience’s intentions or sincerity have disadvantage.
  • Legendary Resistance (3/day). If Patience fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. Patience has advantage on saving throws against spells and other magical effects.
  • Magical Weapons. Patience’s weapon attacks are magical.


  • Multiattack. Patience makes two melee attacks.
  • Unarmed Attack. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 27 (6d8) radiant damage.
  • Radiant Wave (recharge 5-6). Patience sends out a golden wave of radiant light in a 90-foot cone. Any evil creatures in the area must make a DC 20 Constitution saving throw or take 63 (14d8) radiant damage, half damage on a successful save.

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.

  • Cantrip. Patience casts a cantrip.
  • Slow (Costs 2 Actions). Any creatures within 60 feet must make a DC 20 Constitution saving throw or have their speed reduced in half for 10 minutes. The target can repeat the saving throw at the end of each of its turn. If the target succeeds on the saving throw, they are immune to this effect for 24 hours.
  • Healing Touch (Costs 3 Actions). Patience touches another creature. The target magically gains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Patience is quiet and keeps to herself much of the time. Almost everyone is unaware of her hidden true nature. This powerful celestial teaches the world a profound lesson about being present in the moment. Patience observes her emotions and maintains an even temper throughout her day.

Steady Progress. She never rushes and stays connected to her true self. Patience understands her natural cycle and is always well rested. She will sometimes use her magical powers to slow others down and help them reconnect.

Enduring Love. This celestial has a deep trust in the divine and she will persevere regardless of how dire the situation is. She also has the same love for every being, including her enemies. Seeing the good in every citizen of the city, she loves unconditionally.

Pegasi Mount. Patience rides a gleaming white pegasus.

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