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Wildgyre




Seven wheels of fire revolve within one another in an endlessly spinning globe of flame. Countless, lidless eyes cover each of the wildgyre's blazing drums. Each orb stares with an intensity which wilts even the strongest will. The inside of each disk is lined with scorched gold on which the seven gravest crimes in creation are etched, along with the punishment for each. These penalties all carry the same sentence; immolation.


When You Only Have a Torch... The wildgyre sees all but only sees one solution for everything; burn it down. These celestials are more temperamental than most other heavenly creatures. They are also more active on the mortal planes as they seek to burn away corruption wherever they might find it. It is not uncommon for even the good souls of a world to grow tired of a wildgyre's explosive tendencies. More than a few are mystical bound throughout the multiverse so they cannot continue to spread destruction, no matter how good intentioned that might be.


Wildgyre

Large celestial, lawful good

Armor Class 18 (natural armor)

Hit Points 178 (17d10 + 85)

Speed 0ft

Flight 40ft (hover)

Str 14 Dex 14 Con 21 Int 16 Wis 18 Cha 18

Saving Throws Con +10, Cha +9

Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunitiesfire

Condition Immunities charmed, exhaustion, frightened, prone

Senses darkvision 120 ft., passive Perception 14

Languages All, telepathy 60 ft.

Challenge 15 (13000 XP)

Endless Wheel of Eyes.

The wildgyre sees in all direction at once and gains Advantage on Wisdom (Perception) checks involving sight. The wildgyre is Immune to surprise unless it is blinded.

Eternal Flame.

Whenever a creature within 10ft of the wildgyre hits it with a melee attack the attacker takes 9 (2d8) fire damage.

Holy Flame.

Fire damage dealt by the wildgyre negates Resistance to fire damage. Creatures with Immunity to fire damage still take half damage from fire damage dealt by the wildgyre.

Illumination.

The wildgyre glows at the intensity of a bonfire.

Innate Spellcasting.

The wildgyre’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At Will: Firebolt, Flaming Sphere, Hellish Rebuke, Produce Flame

3/day each: Fireball

1/day each: Flamestrike

Magic Resistance.

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

Actions

Slam.

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (5d6) fire damage.

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