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

Remove these ads. Join the Worldbuilders Guild

Homebrew, Book of Exhalted Deeds (3.5)

Coure CR: 3

Tiny celestial (deva), chaotic good
Armor Class: 18 (Natural Armor)
Hit Points: 14 (4d4 + 4)
Speed: 20 ft , fly: 60 ft

STR

6 -2

DEX

24 +7

CON

12 +1

INT

12 +1

WIS

10 +0

CHA

14 +2

Saving Throws: Dexterity +9, Concentration +3
Skills: Arcana +3, Insight +3, Perception +3, Persuasion +4, Religion +3, Sleight of Hand +11, Stealth +11, Survival +3
Damage Resistances: Acid, Cold, Poison
Damage Immunities: Lightning
Condition Immunities: Petrified, Poisoned
Senses: Darkvision 60', Passive Perception 13
Languages: Celestial, Common, Elven
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Innate Spellcasting. The coure's innate spellcasting ability is Charisma (spell save DC 12, +4 spell attack bonus). It can innately cast the following spells, requiring no material components:

  • At will: Dancing Lights, Detect Evil & Good, Detect Magic, Faerie Fire, Tongues
  • 3/Day: Magic Missile, Sleep


Aura of Warding. The coure emits a 10' radius aura of divine protection. The aura has the following affects with a creature that is an fey, fiend, or undead creature type in the following ways:

  • The creature can't willingly enter the aura by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a DC 12 Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the aura.
  • Targets within the aura can't be charmed, frightened, or possessed by the creature.

Actions

Celestial Dagger (+1). Melee Weapon Attack: +10 to hit, 5' reach, one target. Hit: 10 (1d4 + 8) slashing damage.

Incorporeal Form. A coure can assume the form of an incorporeal ball of light. In this form, the coure has the following traits:

  • The coure is immune to bludgeoning, piercing, & slashing damage from nonmagical weapons. It is also immune to damage from attacks not made with spells, spell-like abilities, or from other incorporeal creatures.
  • The coure has advantage on saving throws that cause damage other than force damage. It also imposes disadvantage on attack rolls made by an enemy that targets it unless that attack does force damage.
  • The coure can move through other creatures & objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Created by

Baron_Imperious2.

Statblock Type

Monster

Link/Embed