Princess Celestia Combat Sheet

GeneralTyrus

My wings are so pretty.
General Details
large-png.384516



Character Name: Celestia Daybreak
Race: Greater Alicorn (suck it, lesser Alicorns.)
Challenge Rating: 40

Hit Points: 1,350 ( (50) x (15) + (50) x (12) )

Healing Pool (1/Day): 1,000 HP

Armor Class: 36(Base 11 + 15 from platemail + 10 from Aegis)

Strength Score: +18 (Base 13 + 5 Epic Bonus)
Dexterity Score: +15 (Base 10 + 5 Epic Bonus)

Constitution Score: +20 (Base 15 + 5 Epic Bonus)
Intelligence Score: +20 (Base 15 + 5 Epic Bonus)
Charisma Score: +17 (Base 12 + 5 Epic Bonus)

Proficiency Bonus: +10

Epic Bonus: +5 (add to AC, attacks, damage, ability scores)

Proficiencies: Light Armor, Medium Armor, Heavy Armor, Light/Heavy Shields, Simple Weapons, Martial Weapons, All Ability Checks

Strength Check: +28
Dexterity Check: +25
Constitution Check: +30
Intelligence Check: +30
Charisma Check: +27

Racial Abilities

As a Greater Alicorn, Celestia has access to all of the following abilities.

Half Damage: bludgeoning, piercing, and slashing from a +5 or lesser magical weapons, nature magic.
Damage Immunities: bludgeoning, piercing, and slashing that is +1 magical or less, fire and light magic.
Condition Immunities: charmed, deafened, frightened, petrified, poisoned, exhaustion, blinded.

Discorporation: When Celestia is killed by any weapon besides a +6 artifact, she disperses into a column of light and is reborn within the Tree of Harmony in 2D10+4 weeks.

Divine Magic (3/Day): Celestia has access to all of the following spell trees: Fire, Light and Nature. She may cast every spell in the tree at full power 3 time per day. Her effects for all spells in these trees are doubled. In addition, whenever Celestia hits with a spell she may add her Intelligence Modifier + her Epic Bonus to the damage (+20).

Divine Might: As a divine being, Celestia’s attacks are innately magical and bypass most creatures defenses. Her attacks and effects ignore the resistances and immunities of creatures CR 25 and below. Her attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance.

Divine Reflexes: If Celestia succeeds on an ability check against an area of effect, she may immediately move outside the area, suffering no damage, conditions, etc. from the effect.

Goddess of the Sun: Celestia projects an aura of warmth and comfort to allies around her, within 200 feet. Any allies within the aura regain 25 HP at the start of their turn, and all enemies take 50 Radiant damage.

Legendary Resistance (5/Day): If Celestia fails an ability check, she can choose to succeed instead.

Lightborne: Any attack that Celestia makes adds 8d8 fire and 8d8 radiant damage.

Limited Magic Immunity: Celestia is immune to Fire and Light attacks. These attacks heal her for the amount of damage dealt. She also takes half damage from Nature attacks.

Magical Weakness: Celestia takes 25% more damage from Frost and Shadow based spells.

Magic Weapons: Celestia’s weapon and natural attacks are treated as +5 magical weapons.

Regeneration: Celestia regains 55 hit points at the start of her turn (50 without the Wedding Band).

Wrath of the Light: Celestia is a natural enemy to all undead creatures, and gains a +10 bonus to damage and +4 bonus to-hit when facing them. In addition her Smite damage when hitting an undead target is 14d8 and she has access to the Turn/Destroy Undead ability.

Equipment
Dawnbringer: This +6 artifact morningstar was gifted to Celestia by Harmony herself, as a gift. This weapon has a base damage of 27d8. When Celestia critically strikes an enemy with this weapon, it releases a flash of radiant energy which heals Celestia for 80 HP and all allies for 40 HP. Undead take 10d10 damage from this flash of radiant energy, and all enemies take 5d10.

Aegis: This +6 artifact tower shield was gifted to Celestia by Harmony herself, as a gift. This shield has a base AC bonus of +9, and gives the wielder a -2 to hit. Whenever an enemy attacks Celestia and rolls a natural 1, Aegis unleashes a burst of light which blinds the enemy; giving all their attacks disadvantage and giving allies advantage against them.

Wedding Band: This artifact was created for Celestia by Luna, through months of labor. This ring is worn around Celestia’s horn and cannot be removed by anyone but herself, in which case it can be removed and sold for a lot of money. Its magical effects work for nobody but Celestia. The ring is enchanted to help further enhance Celestia’s already impressive durability. When wearing the ring, she gains an additional 5 to her Regeneration ability. Engraved upon the inside of the band, are the words “Until the end, My Love”.

Platemail: Celestia is in possession of a suit of +5 platemail, which is made to appear as if it were made of solid gold. In reality it is made of lunar steel. This platemail raises her base AC to 23. In addition, while Celestia is wearing this armor she gains a Damage Reduction of 10/-.

Actions

Multi-attack: Celestia can make three attacks per round.
  • In addition, Celestia can choose to use the Speed of Light or Super Nova ability in place of one of her attack actions.
Dawnbringer: Melee Weapon Attack: +27 to hit, 10d8+24 bludgeoning damage plus (5d8) fire and (5d8) radiant damage. Critically strikes on a natural 20.

Radiance: Ranged Spell Attack: +28 to hit, 1000 ft range, 22d10+25 fire/radiant damage. Critically strikes on a natural 20.

Aegis: Whenever an enemy rolls a 1 on an attack against Celestia, they are blinded for 1 round. This gives Celestia and all her allies advantage against the enemy, and the enemy gets disadvantage on its rolls.

Speed of Light (Recharge 5-6): Instead of attacking, Celestia can accelerate to such a speed that she becomes a blur. When in this state she can hit up to 4 enemies with Dawnbringer, but cannot hit the same person more than once.

Suns Warmth (Recharge 5-6): Celestia releases a burst of renewing radiant energy in a 500 foot radius around her. Every ally within the area, including herself, regains 15d10+50 hit points.

Super Nova (Recharge 6): Celestia releases a burst of brilliant fire in a 200 foot radius around her. Every enemy must make a successful DC 30 dexterity check or take 12d20 fire and 12d20 radiant damage, and be pushed back 60 feet. On a successful save they take half of the damage.

Bonus Actions (1/round)

Destroy Undead: Celestia can spend her bonus action to unleash a wave of radiant energy which is especially harmful to undead. All undead within 200 feet of Celestia must make a DC 30 Intelligence Check or take 20d10 damage. Undead under CR 15 are automatically destroyed.

Divine Reckoning: Celestia can spend her bonus action to empower one of her smites for the round. When she hits with a weapon attack and smites the target, she can raise the damage to 14d8 rather than the regular 8d8.

Lay on Hooves: Celestia can spend her bonus action to heal anypony that she can touch. She has 1,000 HP to give away as she sees fit, and the pool is recharged to full at dawn each day.

Reactions (1/round)

Healing Word: When one of Celestia's allies is hit by an attack, Celestia can use her reaction to immediately cast a healing spell on the target. They regain 50 HP.

Solar Flare: When Celestia is missed by an attack, she can use her reaction to immediately strike the target with a column of heavenly energy (not real sun). The target takes 12d10 radiant damage and is blinded for 2 rounds. While blinded, all the characters attacks have disadvantage and all attacks against them have advantage.

Legendary Actions

Celestia has 5 legendary action points to spend, choosing from the actions below. Only 1 legendary action can be taken at a time, and only on her turn. Celestia regains 1 legendary action point per round.

Attack: Celestia makes one Dawnbringer or Radiance attack.
Regenerate: Celestia regenerates 55 hit points. (50 without Wedding Band)
Heal: Celestia uses 1 legendary action for every 50 hit points that she heals.
Full Attack (Costs 3 Actions): Celestia uses multi-attack.
Recharged (Costs 5 Actions): Celestia recharges either Speed of Light or Super Nova.

Sister Abilities (WIP)
No Escape: Celestia may teleport exactly to Luna's location without error, no matter where she is in the multiverse. In addition, Celestia always knows Luna's emotional state, whether she's in danger, and what she's thinking. These things can be blocked if Luna decides not to share them.

Sacrifice: Celestia may give up any number of hit points at any time, and give them to Luna. However, these hit points are not heal-able with magic and only disappear after a full days rest.

Ultimate Duet (1/Round): At any point during a fight when Luna is damaged by an attack, Celestia may teleport in front of the attack and take the damage instead. She may only do this on one attack per round.
 

Users who are viewing this thread

Similar threads

Back
Top