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Creatures

Virtue

Virtue

Seven types of Virtues exist, and each is innately linked to a certain domain of divine magic. The cognition or thought process of a Virtue is instinctual; it is linked to the wisdom of God’s divine plan in a way that leads it to act without thinking. A Virtue cannot explain why it makes the choices it does, as it is always guided by complete and blind faith. This often gives Virtues the appearance of being thoughtless or reckless, or even a bit childish. Cherubim in particular are known to look down on Virtues, whom they see as having inferior intellects. While it is true that Virtues have a lower intelligence than other celestials (and may even appear child-like at times), there is no greater judge of character and no creature with stronger faith in God’s plan than a Virtue.

Virtue Type Innate Spells
Chastity1/Day Each: forbiddance, guardian of faith
Temperance1/Day Each: cenacle*, heroes’ feast
Charity1/Day Each: do unto others*, creation
Diligence1/Day Each: freedom of movement, pillar of cloud*
Kindness1/Day Each: heal, dispel evil and good
Patience1/Day Each: greater restoration, time stop
Humility1/Day Each: commune, paraclete* *This spell is described in the Adventurer’s Guide to the Bible

Virtue

Medium Celestial, Chaotic Good

Armor Class: 17 (natural armor)

Hit Points: 179 (17d8 + 102)

Speed: 30 ft., Fly 90 ft.

STRDEXCONINTWISCHA
10 (+0)20 (+5)22 (+6)9 (-1)30 (+10)25 (+7)

Saving Throws: Con +12, Wis +22, Cha +13

Skills: Animal Handling + 16, Insight +16, Nature +5, Religion +5

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

Condition Immunities: charmed, exhaustion.

Senses: darkvision 120 ft., passive perception 20

Languages: all, telepathy 120 ft. (cannot read or write)

Challenge: 15 (13,000 XP) Proficiency: +6

Features

Innate Spellcasting: The Virtue can innately cast spells, requiring no material components and using Charisma as the spellcasting ability (save DC 21, +13 to hit). The spells a Virtue can cast depends on its Virtue Type, shown in the table above.

Magic Resistance: The Virtue has advantage on saving throws against spells and other magical effects.

Truth Sense: The Virtue knows if it hears a lie.

Actions

Healing Touch (3/Day): The Virtue touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Holy Burst (3/Day): The Virtue channels its willpower and life force into a burst of magical energy. Each time it uses this ability before finishing a Long Rest, its life force is poured out and the effect is different, as detailed below. Each creature of the Virtue’s choice within 120 feet of it must make a DC 21 Constitution saving throw.

First Burst: Each creature that fails its saving throw is pushed 20 feet in a straight line away from the Virtue and takes 7 (2d6) bludgeoning damage plus 13 (2d12) radiant damage, landing prone. On a successful save, a creature takes half as much damage, is pushed 10 feet, and is not knocked prone.

Second Burst: Each creature that fails its saving throw takes 26 (4d12) radiant damage and is blinded for 1 minute. On a successful save a creature takes half as much damage and is not blinded.

Third Burst: Each creature that fails its saving throw takes 76 (12d12) radiant damage and is marked with mystical glittering light for 1 minute. Attack rolls made against a marked creature have advantage. This effect drains the remaining life force from the Virtue, which drops to 0 hit points and must immediately make its first death saving throw.

Azrael's Guide to the Apocalypse, printed page 224.