Celestial Aspect, Temperance

Medium celestial, lawful good

Armor Class 19 (natural armor)
Hit Points 231 (22d8 + 132)
Speed 30 ft., swim 30 ft.

Str Dex Con Int Wis Cha
16 (+3) 20 (+5) 23 (+6) 18 (+4) 22 (+6) 20 (+5)

Saving Throws Con +13, Wis +13
Skills Insight +13, Medicine +13, Nature +11, Perception +13, Survival +13
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened
Senses darkvision 120 ft., passive Perception 23
Languages Celestial, telepathy 120 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Divine Awareness. Temperance knows if she hears a lie.
  • Innate Spellcasting. Temperance’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:
  • Legendary Resistance (3/day). If Temperance fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. Temperance has advantage on saving throws against spells and other magical effects.
  • Magical Weapons. Temperance’s weapon attacks are magical.


  • Multiattack. Temperance makes two ranged attacks.
  • Water Jet. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 27 (5d8 + 5) force damage plus 9 (2d8) radiant damage.
  • Holy Toll (recharge 5-6). Temperance can bang her two water containers together and create a wave of sound. Any creatures within 60 ft. must make a successful DC 20 Constitution saving throw or be deafened and take 77 (22d6) force damage, half damage on a save. Any creature that succeeds on the saving throw is immune to the chime for the next 24 hours.

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. Temperance casts a cantrip.
  • Shimmering Shield (Costs 2 Actions). Temperance creates a shimmering, magical field around herself or another creature she can see within 60 ft. of her. The target gains a +2 bonus to until the end of Temperance’s next turn.
  • Healing Touch (Costs 2 Actions). Temperance touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, poison, blindness, or deafness.


Temperance appears as a middle-aged woman holding two water containers. She is constantly moving water from one container to another. This symbolizes the healthy balance this celestial is intent on bringing into the world. She is dressed simply and doesn’t immediately stand out in a crowd. However, if someone gets close to her, they soon realize they are in the presence of a powerful being.

Peaceful Place. Although the world is a challenging place, Temperance preaches about forgiveness. She urges self-restraint and points out the good in every creature. This wise being knows that everyone and everything can play a part in the natural balance of the multiverse.

Sacred Vessels. Temperance can use her magical vessels to protect herself or any allies. Using her magic, she can send out a powerful jet of water from the containers. She can also bang the water jugs together to send out a loud, holy sound.

Maternal Moderation. Temperance encourages everyone to moderate their appetites and desires. For her this is a simple message to be more present, as truly conscious creatures will take better care of themselves.

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