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Spirit of Redemption

Large fey, chaotic good

Armor Class 17 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Dexterity +8, Charisma +8
Skills Insight +6, Perception +6, Persuasion +8, Religion +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Blessed Weapons. The weapon attacks of the spirit of redemption are magical and it has advantage on attack rolls against those who forsake the path of redemption. When it hits with any weapon attack, the weapon deals an extra 2d8 radiant damage (included in the attack).
  • Magic Resistance. The spirit of redemption has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The spirit of redemption makes two melee attacks.
  • Scimitar of Redemption. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) radiant damage.

ABOUT

Spirits of redemption are the banner-carriers of freedom, the swords of the righteous vengeful, the shields of the redeemed, and the enemies of all sinners.

Different Forms. A spirit of redemption can be the spirit of a deceased villain who died in search of redemption, it can be an angel, or a creature of a completely other form. It can be the servant of a deity of love, an angelic emissary, or its very own master. If the spirit is an angel, its alignment becomes lawful, its type becomes celestial, and it gains resistance to radiant damage. A spirit of redemption doesn’t require food, drink, or sleep.

Enemy of the Committed Sinner. A spirit of redemption offers all sinners a chance at redemption. It is the enemy of all who deviate from redemption’s path.

Friend of the Redeemed. A spirit of redemption seeks, guides, and protects those who seek redemption. As long as one walks the path of redemption, the spirit makes sure that it is safe.

The Halo and the Sword. A spirit of redemption always wears a halo and carries a sword, both of which are made from the same material. The shape and material of the halo changes according to the type of the redeemed spirit; while a spirit could wear a halo of thorns and flowers, an angel could have a halo of light. If a spirit sees a creature’s will of redemption to be worthy, it visits the creature and gives it a copy of its own halo. While carrying the halo, the creature gains 5 temporary hit points at the end of each rest and has a +1 bonus to AC as long as it walks the path of redemption. When the creature forsakes this path, the spirit visits it once more; this time to sever the bond it once formed. It cuts the halo, and cuts down the creature that failed it. Only the sword of the spirit can destroy the halo in such a way, and the spirit deals double damage to creatures who fail it.

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