Vesantrial | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vesantrial CR: 30

Large celestial, etherial, any lawful
Armor Class: 26 (Shroud of the Winds)
Hit Points: 520hp (28d20+300)
Speed: 60 ft , fly: 300 ft , burrow: 2 ft , swim: 2 ft , climb: 0 ft , can hover

STR

18 +4

DEX

17 +3

CON

20 +5

INT

27 +8

WIS

21 +5

CHA

19 +4

Saving Throws: +9
Skills:
Ancient Wisdom: Vesantrial knows more than any mortal could, and has advantage on any Wisdom checks or saving throws.
Condition Immunities: Blinded, Prone
Senses: Truesight (120 ft)
Languages: All but Telepathy
Challenge Rating: 30


Spellcasting Ability: 22

1/day:
Storm of Vengence: 9th-level Conjuration
Casting Time: 1 Action
Range: Sight (Expands to 360 ft)
Save: CON Save
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

3/day:
Tornado: 9th-level conjuration
Casting time: Instantaneous
Range: 100 feet
Components: V, S, M (a piece of silver wool worth 1,000 gp)
Duration: Concentration, up to 1 minute

You conjure an spiraling cylinder of wind in range, which has a 20 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.

All creatures inside the cylinder take damage when this spell is cast, and again at the start of each of your turns. The damage inflicted depends on how many objects and creatures are in the cylinder itself.

Cumulative damage:

Small or Medium: +1d6 bludgeoning
Large: +2d6 bludgeoning
Huge: +3d6 bludgeoning
Unattended Weapons or Ammunition: +1d6 of its respective damage (bludgeoning, piercing, or slashing)

Regardless of how many objects are in the cylinder, the damage a creature takes at one time from this spell cannot exceed 12d6.

While an affected target is able to take actions, it can attempt to escape the center of the cylinder and thus remove its restrained condition. Any action that doesn't require movement but moves the creature, such as the misty step spell, automatically succeeds in removing the target. A creature can attempt a more mundane escape by succeeding on a Strength saving throw at any point during its turn.

At Higher Levels. When you cast this spell using a 9th level spell slot, it affects creatures Huge creatures and objects.

                                                                                                                                                                                                                                 



The Wings Of The Holy: Vesantrial is able to fly without taking an action any time he likes, and also gets advantage on attack rolls and saves while he is in the air.

Unbound Immortal: Vesantrial is able to take up to 3 actions on his turn, or may take one action and use a Legendary action.

Actions


God of The Winds: Vesantrial is able to change the currents of the Winds against his opponents, blowing them away. All creatures that are targeted with this attack must make a DC of 19 in a strength saving throw, else they will be blown up to 50 feet back. Any ariel opponents automatically fail this check.

The Windforger: +17 to hit. Deals 4d12+12 damage, and the attacked must make a DC of 19 in a strength saving throw, or they will be blown back up to 20 feet.

The Winds Armory: Vesantrial is able to concentrate and Pressurize the Air around him, adding 1d8 to his AC for 2 turns.

Spell Cast: Choose from spell sheet.

Wings of Strength: Vesantrial can use his wings to attack his opponents, when he attacks each wing is it's own attack- as such, though, this consumes 2 actions. Each wing has a +17 to hit, and deals 3d6+6 damage.

Reactions

Wings of Defense: Vesantrial is able defend himself using his wings. When he uses the wings to defend himself, he can reduce his damage by 6d10-6, though the wings always will take +5 damage from the hits (as they are part of him.) This can be used until the wings have taken 75 damage (15 times), which prevents him from using this reaction again. If the damage is negated to zero, however, he can instead heal his wings and take 5 damage directly, healing his wings for 5 hp.

Legendary Actions

The Reign of the Storm God: Vesantrial is able to call upon the winds and summon two tornadoes with wind as sharp as blades to damage an area. Each tornado is a cone of 35 feet in width and 70 feet in height, and is able to pull in any creature up to gargantuan size within it. Any creature within the Tornado except for Vesantrial takes 5d6 of piercing damage, plus up to 12d6 bludgeoning damage (refer to the "Tornado" Spell).

Second Winds: Vesantrial is able to summon winds from the Upper Planes, healing him for 16d6+45. After casting, he must wait 1d4-1 turns before he can use it again.

The Monsoon of Judgement: Vesantrial creates a massive storm that begins to pour down acidic rains, causing all creatures that are within it to take 3d7 acid damage every turn that they are within the storm, and all structures take 2d6 acid damage for each turn. Every 3 turns, the Monsoon will hurl down fireballs, which will do 7d6 of fire damage. The monsoon doesn't end until Vesantrial either calls upon it to stop, or until he is dead, and this can only be used once every 3 days.

Regional Effects

The Monsoon of Judgement: See "Legendary Actions"

The God of the Air and Storms, and head of the Pantheon of the Gods.
A Large, silver-skinned god with Electric Blue eyes, white hair and beard, and 6 grand wings that span 18 feet out each.
In his hand he holds a grand maul, The Wind Forger.

Created by

somerandomuser223.

Statblock Type

Monster

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