Monster
Perigee
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Celestial
- Size
- Medium
- Armor class
- 17 (natural armor)
- Hit points
- 136 (16d8 + 64)
- Speed
- Walk 30 ft., Fly 90 ft.
- Challenge rating
- 10
- Alignment
- Lawful Good
- Strength
- 18
- Dexterity
- 18
- Constitution
- 18
- Intelligence
- 17
- Wisdom
- 20
- Charisma
- 20
- Passive Perception
- 19
- Saving Throws
- wis: +9; cha: +9
- Skills
- insight: +9; perception: +9
- Senses
- darkvision 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- radiant, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- charmed, exhaustion, frightened
Traits
Angelic Weapons
Perigee's weapon attacks are magical. When Perigee hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Magic Resistance
Perigee has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Perigee makes two melee attacks.
Mace
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day)
Perigee touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape
Perigee magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Perigee's choice).
In a new form, Perigee retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Innate Spellcasting
Perigee's spellcasting ability is Charisma (spell save DC 17). Perigee can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead