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Garuda

Huge celestial, neutral good
Armor Class 19
Hit Points 225hp (18d12 + 108) 18d12+108
Speed 40ft Fly: 80ft

STR
18 +4
DEX
13 +1
CON
20 +5
INT
19 +4
WIS
16 +3
CHA
19 +4

Saving Throws DEX +6, CON +10, WIS+8, CHA+9
Skills Perception +13, Religion +14
Damage Resistances Necrotic
Damage Immunities Poison, Radiant
Condition Immunities Frightened, Blinded
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Celestial, Common
Challenge 16


Legendary Resistance (3/Day). If the garuda fails a saving throw, it can choose to succeed instead.   Luminous Aura. The garuda sheds bright light in a 60-foot radius. Invisibility effects are suppressed while in this radius.


Actions

Multiattack. The garuda can use its Blinding Presence. It then makes two attacks with its talons.   Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (2d10 + 4) slashing damage plus 7 (1d12) radiant damage.   Blinding Presence. Each creature of the garuda's choice within 120 feet who can see it must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a the effect ends for it, the creature is immune to the garuda's Blinding Presence for the next 24 hours.   Solar Beam (Recharge 5–6). The garuda exhales a beam of light in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much on a successful one.


 

Legendary Actions

The garuda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The garuda regains spent legendary actions at the start of its turn.   Detect. The garuda makes a Perception check.   Talon Attack. The garuda makes a talon attack.   Wing Attack. (Costs 2 Actions) The garuda beats its wings. Each creature within 10 feet of the garuda must succeed on a DC 20 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The garuda can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the garuda takes a lair action to cause one of the following effects; the garuda can’t use the same effect two rounds in a row:  

  • One creature the garuda can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be affected as with the reduce spell until initiative count 20 on the next round.
  • A flare of golden energy bursts outward from the garuda. Each creature within 60 feet of the garuda must succeed on a DC 15 Wisdom saving throw or instantly switch places with another random creature who also failed its saving throw. If only one creature fails its saving throw, it takes 10 (3d6) force damage.

Sometimes garudas are called upon by greater celestials to guard important sacred sites or artifacts on the material plane. Such places are generally marble temples, ancient ruins, or towers near temples of good deities.

Regional Effects

The region containing a legendary garuda’s lair is bathed in the garuda's radiant influence, which creates one or more of the following effects:  

  • Clouds are visibly absent in a 3-mile radius centered above the lair.
  • Serpents and snakes within 6 miles of the lair flee the area, and birds are attracted there.
  • The amount of bright and dim light shed by light sources such as lamps and candles within 1 mile of the lair is doubled, and objects made of gold within 1 mile of the lair sparkle and gleam, shedding dim light in a 5-foot radius.   If the garuda dies, these effects fade over the course of 1d10 days.


Garudas are giant, radiant birdlike beings that guard the borders of the Overheaven from invaders, especially the naga. They feed on sunlight, and despise those who skulk in the dark.   Garudas are social creatures and love to share stories and knowledge with those who come to do the same with them. They are impatient, suspicious, and indignant with those who hold secrets.   Sun Sentinels. Garudas live close to the sun, and can subsist entirely on its rays for nourishment. Rarely will a garuda trust dwarves, drow, and other races that live underground. To a garuda, everything the sunlight touches is holy, and things hidden in darkness are abhorrent.   Mounts of the Gods. Garudas consider it a great honor when greater celestials such as empyreans choose them as mounts. Garudas can carry extremely heavy loads as if they were as light as a feather, and they can travel through the planes as swiftly as beams of light.   Garuda Society. Garudas have no gender, and are born from luminous eggs that appear when groups of garudas congregate in groups of mutual cooperation and respect. They have a monarchal form of government, where the eldest of garudas rules until it grows tired of rule and passes on the mantle of authority to another.   The naga are garudas' greatest enemy, and garudas often go on journeys to hunt the naga by grabbing them by the head in their talons and carrying them off.

Marble temples, ancient ruins, or towers near temples of good deities


Created by

Abelhawk.

Statblock Type

Monster / Creature

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