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<title>Savior Lumen</title>
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<h1>Savior Lumen</h1>
<p><em>Large</em> <em>Celestial</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 114 (12d10+48)</li>
<li><strong>Speed:</strong> walk 20 ft. burrow 20 ft. fly 50 ft. swim 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 3, page 335</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>20 (+5)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Con +7, Wis +5, Cha +6</li>
<li><strong>Skills:</strong> perception +2</li>
<li><strong>Damage Immunities:</strong> poison </li>
<li><strong>Damage Resistances:</strong> acid, bludgeoning, cold, fire, piercing, radiant, slashing</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned</li>
<li><strong>Senses:</strong> darkvision 120', passive Perception 15</li>
<li><strong>Languages:</strong> Celestial, Common, telepathy 60'</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> Can breathe air and water.</li>
<li><strong>Fleeting Memory:</strong> When it leaves creature's sight creature must make DC 16 Wis save or remember swarm only as softly glowing lights.</li>
<li><strong>Illumination:</strong> Bright light in 20' radius and dim light an extra 20'.</li>
<li><strong>Immortal Nature:</strong> Doesn't require food drink or sleep</li>
<li><strong>Magic Resistance:</strong> Advantage: spell/magic effect saves.</li>
<li><strong>Swarm:</strong> Can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny celestial. Can't regain hp or gain temp hp.</li>
<li><strong>Team Effort:</strong> Considered to be a single Large creature to determine its carrying capacity and has advantage on Str checks made to push pull lift or break objects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Flurry of Tools:</strong> Melee Weapon Attack: +8 to hit 0' 1 tgt in the swarm's space. 10 (4d4) bludgeoning damage + 10 (4d4) piercing damage and 10 (4d4) slashing damage or 5 (2d4) bludgeoning damage + 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer.</li>
<li><strong>Dismantle:</strong> Destroys up to a 5 ft. cube of nonmagical debris structure or object that isn't being worn or carried.</li>
<li><strong>Spellcasting:</strong> Cha (DC 14) no material components: At will: floating disk mending spare the dying3/day ea: gentle repose knock sending1/day ea: locate creature passwall</li>
</ul>
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