Skip to main content

Quarto




The size of a holy tome, the quarto drifts through the air on its own accord. Its ornate, metallic surface incorporates geometrically-impossible shapes that spiral into one another with a baroque elegance. Its hinges are miniature, silver wings embossed with fully-functional eyes. When moving, the celestial opens up to its illuminated pages. Its disembodied voice proselytizes the timeless words inked there. While it has a red, silken bookmark, the quarto never needs it to keep its place. Instead the fabric strip dangles like a tail.


Timeless Scholar. A quarto is a record all that has been and all that is. As such, it cannot be easily destroyed. Only the most powerful magic can extinguish it entirely. Celestials, especially other quarto, view obliterating one of these record keepers as a most vile acts and will relentlessly hunt down those that do so. A quarto does not only keep records of all it and its brethren observe, but can conjure forth long-extinct creatures and heavenly allies from its pages. Each of these celestials also keeps a comprehensive list of celestial dictates and will properly repay those who break those laws in its presence.


Quarto

Tiny celestial, Lawful Good

Armor Class 20 (natural armor)

Hit Points 110 (20d4 + 60)

Speed 0ft

Flight 60ft (hover)

Str 14 Dex 22 Con 16 Int 20 Wis 16 Cha 14

Saving Throws Con +8, Cha +7

Damage Resistances acid, cold, fire, lightning, radiant, thunder

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, prone

Senses darkvision 120 ft., passive Perception 13

Languages All, telepathy 60 ft.

Challenge 17 (15000 XP)

Creation's Record.

The quarto knows nearly everything there is to know about any creature it meets, object it encounters, or location it visits. This functions as per the Legend Lore spell, but the creature, object or location does not be of legendary importance.

Innate Spellcasting

The quarto’s innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At Will: Conjure Animals, Conjure Barrage

3/day each: Conjure Celestial

1/day each: Planar Ally

Magic Resistance.

The celestial has Advantage on saving throws against spells and other magical effects.

Magic Weapons.

The quarto's weapon attacks are magical.

Rejuvenation.

If the quarto is destroyed, it regains all its hit points in 1 hour unless a it was destroyed by Disintegrate or a Wish or similar effect is used to prevent its rejuvenation.

Actions

Slam.

Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d8+6) bludgeoning damage.

Litany.

Ranged Spell Attack: +11 to hit, reach 120 ft., one creature. Hit: 21 (3d10+5) thunder damage.

Reactions

Celestial Codices.

If the quarto observes a creature within 60ft breaking the law it may use its reaction to rebuke it for its transgression. The creature must succeed on a DC 19 Wisdom save or take 21 (3d10+5) psychic damage

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...