Menu Close

Celestial Children

A supporting “mook” for a boss fight for my converted darkness gathering adventure. Inspired by the original Bloodborne “kin” monster.

Huge Swarm of Small aberrations, neutral evil
Armour Class 11
Hit Points 175 (50d6)
Speed 30 ft.

6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2)

Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Psychic; Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Damage Vulnerabilitieslightening
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech
Challenge ? (? XP) – Really meant to be part of the Enoch Boss fight and should be included in Enoch’s total.

Aura of Madness. Creatures within 20 feet of the celestial children that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a celestial child.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small aberration. The swarm can’t regain hit points or gain temporary hit points. 

Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 26 (10d4 + 1) piercing damage to all targets in the same space as the celestial children, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the celestial children’s next turn. When bloodied the swarm only does 13 piercing damage.

Tendril Backlash. When the celestial childrenn horde is first bloodied it triggers it to sprout florescent tendrils from its bulbous head it then does a magic missile attack against all enemies in the area hitting each target with three missiles for 11 (3d4+3) damage.

Posted in Dungeons & Dragons

Leave a Reply