Spirits

**Hit Points: 12 (1d8+3), Summoned time: 30 minutes**

**Armor Class: 14 (Natural Armor 13+ dex) Speed: 30 ft.**

**STR              DEX            CON             INT             WIS             CHA**

**15 (+2)        13 (+1)        16 (+3)       11 (+0)      12 (+1)       14 (+2)**

**Saving Throws Con +5, Wis +3, Cha +4**

**Condition Immunities: frightened and charmed**

**Senses Darkvision 120 Ft., passive Perception 8**

***Multiattack**.* Starting at 5th level Andromeda makes two attacks with its chains.

***Chain.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:*(1d6 + 2) slashing damage. The target is grappled (escape DC 14) if Andromeda isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 2 (1d4) piercing damage at the start of each of its turns. At level 5 it goes up to 2d6 and 1d6, at level 10 3d6 and 2d4, at level 15 4d6 and 2d6 and at level 20 5d6 and 3d6

***Animate Chains (once per summon).*** Up to 2 chains Andromeda can see within 60 feet of it magically sprout razor-edged barbs and animate under Andromeda's control, provided that the chains aren't being worn or carried. Increasing to 3 at level 5, 4 at 10, 5 at 15 and 6 at 20
Each animated chain is an object with AC 20, 10 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Andromeda uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Andromeda is incapacitated or dispelled.

### **Antlia: The Air Pump**

*Large celestial, chaotic good*

**Hit Points 14(1d10+4), Summoned time: 30 minutes**

**Armor Class 15 (Natural Armor) Speed 30 ft., fly 40 ft.**

**STR              DEX              CON           INT             WIS              CHA**

**16 (+3)       13 (+1)        18 (+4)       10 (+0)       13 (+1)         16 (+3)**

**Saving Throws Dex +3, Wis +4, Cha +5**

**Damage resistance: Thunder**

**Senses Darkvision 60 Ft., passive Perception 12**

***Innate Spellcasting*.** Antlia's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
• at will: detect magic, thunderwave
• 5th level 1/day each: fog cloud, gust of wind, wind walk
• 15th level 1/day each: creation, gaseous form, invisibility, major image, plane shift

**Actions**

***Multiattack**.* Antlia makes up to three scimitar attacks. Level 1= 1 attack, Level 5= 2 attacks, Level 10= 3 attacks

***Scimitar**.* *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*(1d6 + 3) 15th level (2d6+3) slashing damage 10th level plus (1d6) thunder damage.

***Create Whirlwind**.* A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point Antlia can see within 120 feet of it. The whirlwind lasts as long as Antlia maintains concentration (as if concentrating on a spell). Any creature but Antlia that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. Antlia can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if Antlia loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

### **Aquarius: The Water Bearer**

*Large celestial, neutral*

**Hit Points 12 (1d10+2), Summoned time: 30 minutes**

**Armor Class 14 (Natural Armor) Speed 30 ft., swim 40 ft.**

**STR               DEX             CON            INT           WIS           CHA**

**16 (+3)       13 (+1)        15 (+2)       9 (-1)       10 (+0)       16(+3)**

**Damage Resistance Acid;**

**Senses Darkvision 60 Ft., passive Perception 10**

**Actions**

***Multiattack**.* Aquarius makes two slam attacks.

***Slam**.* *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:*(1d8 + 3) bludgeoning damage. 10th level (2d8+3)

***Innate Spellcasting***. Aquarius' innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
• at will: tidal wave, create or destroy water
• 5th level 1/day each: armor of agathys, otiluke’s freezing sphere, water walk
• 15th level 1/day each: creation, liquid form (gaseous form but a puddle), invisibility, major image, plane shift

***Whelm** (Recharge 4-6).* Each creature in Aquarius's space must make a DC 15 Strength saving throw. On a failure, a target takes (1d8 + 3) bludgeoning damage 5th level (2d8+3). If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of Aquarius's space.
Aquarius can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of Aquarius's turns, each target grappled by it takes (1d8 + 3) 10th level (2d8+3) bludgeoning damage. A creature within 5 feet of Aquarius can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

### **Aquila: the Eagle**

*Large celestial, unaligned*

**Hit Points 13 (1d10+3), Summoned time: 30 minutes**

**Armor Class 12 Speed 30 ft., fly 80 ft.**

**STR               DEX            CON           INT            WIS        CHA**

**18 (+4)       13 (+1)        16 (+3)       7 (-2)       13 (+1)      8 (-1)**

**Skills Perception +5**

**Senses Darkvision 60 Ft., passive Perception 15**

***Keen Sight***. Aquila has advantage on Wisdom (Perception) checks that rely on sight.

**Actions**

***Multiattack**.* Aquila makes two attacks: one with its beak and one with its claws.

***Beak**.* *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:*(1d8 + 4) piercing damage.

***Claws.*** *Melee Weapon Attack:* +6 to hit,
reach 5 ft., one target. *Hit:*(2d6 + 4) slashing damage.

### **Ara: The Alter**

*Medium celestial, any*

**Hit Points 10 (1d8+2), Summoned time: 1 hour**

**Armor Class 13 (Leather Armor) Speed 30 ft.**

**STR             DEX           CON          INT              WIS           CHA**

**11 (+0)       14 (+2)       15 (+2)     10 (+0)      16 (+3)      14 (+2)**

**Skills Deception +4, Persuasion +4, Religion +5**

**Senses passive Perception 11**

***Devotion*.** Ara has advantage on saving throws against being charmed or frightened.

***Speech of the gods**. Once per summoning Ara can commune with a god and ask one question (the god may or may not answer).*

***Spellcasting*.** Ara is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Ara has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, inflict wounds, shield of faith, cure wounds
• 2nd level (3 slots): hold person, spiritual weapon

**Actions**

***Multiattack**.* Ara makes two melee attacks.

***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:*(1d4 + 2) piercing damage.

### **Aries: The Ram**

*Medium celestial, unaligned*

**Hit Points 27 (3d8+9), Summoned time: 1 hour**

**Armor Class 18 (Natural Armor) Speed 30 ft.**

**STR             DEX            CON           INT          WIS         CHA**

**15 (+2)        11 (+0)      16 (+3)       10 (+0)      13 (+1)     6 (-2)**

**Damage Immunities Poison, Psychic**

**Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned**

**Senses Blindsight 60 Ft., passive Perception 11**

**Spells: shield 3/per day, 5th level shield of faith 2/per day**

**Actions**

***Multiattack.*** Aries makes two melee attacks.

***Slam**.* *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*(1d6 + 2) bludgeoning damage.

### **Caelum: The Chisel**

*Large celestial, neutral*

**Hit Points 13 (1d10+3), Summoned time: 20 minutes**

**Armor Class 17 (Natural Armor) Speed 30 ft., burrow 30 ft.**

**STR           DEX           CON          INT         WIS          CHA**

**17(+3)       8(-1)        16 (+3)      9(-1)     10 (+0)      5 (-3)**

**Vulnerabilities Thunder**

**Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Weapons**

**Damage Immunities Poison**

**Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious**

**Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10**

***Earth Glide*.** Caelum can burrow
through nonmagical, unworked earth and stone. While doing so, Caelum doesn't disturb the material it moves through.

***Siege Monster***. Caelum deals double damage to objects and structures.

**Actions**

***Multiattack**.* Caelum makes two slam attacks. At level 5

***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:*(2d8 + 5) bludgeoning damage.

### **Cancer: The Crab**

*Medium celestial, unaligned*

**Armor Class 15 (Natural Armor) Speed 30 ft., swim 30 ft.**

**Hit Points 24 (3d8+6), Summoned time: 1 hour**

**STR           DEX            CON           INT       WIS        CHA**

**13 (+1)      15 (+2)     14 (+2)      10 (0)     9 (-1)     3 (-4)**

**Skills Stealth +4**

**Senses Blindsight 30 Ft., passive Perception 9**

***Amphibious***. Cancer can breathe air and water.

**Actions**

***Claw.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:*(1d6 + 1) bludgeoning damage. The target is grappled (escape dc 11) Cancer has two claws, each of which can grapple only one target

***Haircut** melee weapon attack:* +3 to hit, reach 5 ft., one target. Hit: (1d4+1) slashing damage. The target makes a wisdom saving throw or are frightened for 1 round.

### **Canis Major: The big dog**

*Large celestial, unaligned*

**Hit Points 19 (2d10+4), Summoned time: 40 minutes**

**Armor Class 14 (Natural Armor) Speed 50 ft.**

**STR            DEX           CON             INT        WIS        CHA**

**17 (+3)      15 (+2)      15 (+2)       3 (-4)     12 (+1)    7 (-2)**

**Skills Perception +3, Stealth +4**

**Senses passive Perception 13**

***Keen Hearing and Smell*.** Canis Major has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Pack Tactics*.** Canis Major has advantage on an attack roll against a creature if at least one of Canis Major's allies is within 5 ft. of the creature and the ally isn't incapacitated.

**Actions**

***Bite.*** *Melee Weapon Attack:* +5 to hit,
reach 5 ft., one target. *Hit:*(2d6 + 3) piercing damage. If
the target is a creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone

### **Canis Minor:** the small dog

*Medium celestial,*
unaligned

**Hit**
Points 5 (1d8+1), Summoned time: 8 hours (can be dispelled and resummoned
without extra summons being used)

**Armor**
Class 12 Speed 40 ft.

**STR             DEX           CON           INT         WIS             CHA**

**13 (+1)      14 (+2)      12 (+1)      3 (-4)      12 (+1)       7 (-2)**

**Skills Perception**
+3

**Senses passive**
Perception 13

***Keen Hearing and Smell*.** Canis Minor has advantage on Wisdom (Perception) checks that rely on
hearing or smell.

**Actions**

***Bite**.* *Melee*
Weapon Attack:*+3 to hit, reach 5 ft., one target.*Hit: *(1d6*
+ 1) piercing damage. If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone

### **Capricorn:** the Sea Goat

*Medium celestial,*
unaligned

**Hit Points 18**
(2d10+3), Summoned time: 30 minutes

**Armor Class 15,**
Speed 30 ft.

**STR            DEX         CON          INT         WIS        CHA**

**15(+2)      17(+3)      16(+3)**
12(+1)     8(-1)      10(+0)

**Skills:**
acrobatics +5, insight +1

**Passive**
perception 9

**Guardian.** Capricorn can use
a reaction to jump in and take a hit for its summoner as long as they are
within 15ft

**Actions**

**Multiattack** once you reach
5th level Capricorn can attack twice

**Knee** melee weapon
attack: +5 to hit, reach 5ft., one target. Hit: (1D8+3) bludgeoning damage

### **Centaurus:** the Centaur

*Large celestial,*
unaligned

**Hit Points 18**
(2d10+3), Summoned time: 30 minutes

**Armor Class 12,**
Speed 30 ft.

**STR            DEX         CON          INT         WIS        CHA**

**16(+3)      13(+1)      16(+3)**
8(-1)     12(+1)      9(-1)

**Skills:**
athletics +5, perception +3, survival +3,

**Passive**
perception 13

**Charge.** If Centaurus
moves at least 30 ft. in a straight line and hits with a pike attack the target
takes an extra (3d6) damage.

**Actions**

**Multiattack** once you reach
5th level Centaurus can attack twice

**Pike**. Melee: +5 to
hit, 10ft reach, one target (1d10+3) piercing damage

**Hooves**. Melee: +5 to hit,
5ft reach, one target (2d6+3) bludgeoning damage

**Bow.** Ranged: +3 to
hit, 200ft range, one target (1d8+1) piercing damage

### **Columba:** the Dove

*Medium celestial,*
unaligned

**Hit Points 15**
(2d8+1), Summoned time: 1.5 hours

**Armor Class 12,**
Speed 20ft, fly 50ft

**STR            DEX         CON          INT         WIS**
        CHA

**11(+0)      14(+2)      12(+1)**
10(+0)     16(+3)      10(+0)

**Skills:**
perception +5, stealth +4

**Passive**
perception 15

**Scout**. Columba can view
up to a mile away as if it was 100ft away giving it advantage in perception
checks based on sight

**Actions**

**Talon**. Melee +4 to hit,
5ft reach, one target, (1d4+2)

**Javelin** melee or ranged:
+5 to hit, reach 5ft or 60ft., one target. Hit: (1d6+2)

### **Crux:** the Southern Cross

*Medium celestial,*
unaligned

**Hit Points 7**
(1d6+ 1), Summoned time: 1 hour

**Armor Class 11,**
Speed 30 ft.

**STR            DEX         CON          INT         WIS           CHA**

**8(-1)      9(-1)**
12(+1)     17(+3)     15(+2)
10(+0)

**Skills: history**
+5, insight +4

**Passive**
perception 12

**All knowing.** Crux can be asked any question and given at least
half an hour will answer even if its cryptic at 5th, 10th, 15th level the time
to get an answer is reduced by five minutes.

Crux can also speak and read all languages
except thieves cant and druidic.

**Actions**

Vicious mockery. Resistance

Magic missile lv1 3/day

### **Delphinus:** the dolphin

*Large celestial,*
unaligned

**Hit Points 30**
(3d12+4), Summoned time: 2 hours

**Armor Class 13,**
Speed 20 ft., 40ft swim

**STR            DEX         CON          INT         WIS        CHA**

**15(+2)      13(+1)      14(+2)**
7(-2)     8(-1)      10(+0)

**Skills: stealth**
+3, perception +1

**Passive**
perception 11

**Hold breath**. Delphinus can
hold its breath for 1 hour

**Actions**

**Water breathing**. Delphinus can
cast water breathing once per summon

**Bite**. melee: +4 to
hit, 10ft reach, one target (2d6+2)

### **Draco:** the Dragon

*Medium celestial,*
unaligned

Hit Points 27 (3d8+9), Summoned time: 30 minutes

Armor Class 17, Speed 30ft, 60ft fly

STR            DEX         CON
     INT         WIS        CHA

16(+3)      7(-2)      16(+3)
10(+0)     8(-1)      13(+1)

Skills: athletics +5, intimidation +3

Immune: fire

Darkvision 60ft, Passive perception 9

Knows draconic regardless of summoner, gives summoner advantage on
persuasion against dragons

Actions

Multiattack once you reach 5th level Draco can attack twice with its
bite

Bite melee: +5 to hit, reach 5ft., one target. Hit: (1D10+3) piercing
damage at 5th level add 1d6 fire damage

fire breath (recharge on 6) 15ft cone, dc 13 dex save, 4d6 fire damage
half if successful the damage of this is upped by 1d6 every 4 levels, 5d6 4th,
6d6 8th, 7d6 12th, 8d6 16th, 9d6 20th

### **Fornax:** the Furnace

*Large celestial*

Armor Class: 17, Speed: 30 ft., fly 50 ft.

Hit Points: 19 (2d10+ 3), Summoned time: 30 minutes

 15 (+2)
 11 (+0)
 16 (+3)
 9 (-1)
 8 (-1)
 15 (+2)

Damage Immunities: fire

Darkvision 120 ft., passive Perception 12

***Innate Spellcasting.*** Fornax’s innate spellcasting ability is
Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast
the following spells, requiring no material components: At will: detect magic.
At 5th level 3/day: enlarge/reduce, tongues. At 10th level 1/day each: conjure
elemental (fire elemental only), gaseous form, invisibility, major image, plane
shift, wall of fire

Actions

***Multiattack.*** Fornax makes two scimitar attacks or uses its
Hurl Flame twice.

***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: (2d6 + 2) slashing damage plus (1d4) fire damage. Fire is
upped by 1d4 every five levels

***Hurl Flame.*** Ranged Spell Attack: +4 to hit, range 120
ft., one target. Hit:  (3d6) fire damage.
Upped by 1d6 every five levels

### **Gemini:** the Twins

***Medium celestial (shapechanger), neutral***

**Armor Class: 14,**
Hit Points: (2d8+2)

**Speed: 30 ft.**
Summoned time: 3 hours

**8 (-1)**
**15 (+2)**
**12 (+1)**
**9 (-1)**
**12 (+1)**
**16 (+3)**

**Deception +5,**
Insight +3

**Condition**
Immunities: charmed

**Darkvision 60**
ft., passive Perception 11

***Shapechanger.*** Gemini can use its action to polymorph into a
Small or Medium humanoid it has seen, or back into its true form. Its
statistics, other than its size, are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form if it dies.

***Ambusher.*** Gemini has advantage on attack rolls against
any creature it has surprised.

***Surprise Attack.*** If Gemini surprises a creature and hits it
with an attack during the first round of combat, the target takes an extra (2d6)
damage from the attack.

**Actions**

***Multiattack.*** Gemini makes two melee attacks. At level 5

***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (1d6 + 2) bludgeoning damage.

***Read Thoughts.*** Gemini magically reads the surface thoughts of
one creature within 60 feet of it. The effect can penetrate barriers, but 3
feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of
lead blocks it. While the target is in range, Gemini can continue reading its
thoughts, as long as its concentration isn't broken (as if concentrating on a
spell). While reading the target's mind, Gemini has advantage on Wisdom
(Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against
the target.

### **Horologium:** the Pendulum Clock

***Large celestial***

**Armor Class: 16,**
Hit Points: (5d10+10)

**Speed: 40 ft.**
summoned time: 2 hours

**15 (+2)**
**9 (-1)**
**14 (+2)**
**3 (-4)**
**12 (+1)**
**7 (-2)**

**Perception +3**

**Darkvision 60**
ft., passive Perception 13

***Shielding body.*** Horologium has a hollow body and can carry one
medium or smaller creature inside while inside the creature takes no damage
from weapon attacks this damage is instead dealt to Horologium they will
however take half damage from spells with the other half being dealt to
Horologium.

**Actions*.***

***Arm flail.*** Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit:  (1d8 + 2) bludgeoning
damage.

### **Hydrus:** the Water Snake

***Large celestial, unaligned***

**Hit Points 30**
(3d12+4), Summoned time: 2 hours

**Armor Class 13,**
Speed 20 ft., 40ft swim

**STR            DEX         CON          INT         WIS        CHA**

**15(+2)      14(+2)      13(+1)**
7(-2)     8(-1)      10(+0)

**Resistant: fire,**
bludgeoning, piercing and slashing from non-magic attacks

**Passive perception**
10 Blindsight 30ft

**Invisible in**
water. **Hydrus is invisible while immersed in water**

**Actions**

**Constrict.** melee: +4 to hit,
10ft reach, one target (2d6+2) bludgeoning damage if the target is large or
smaller it is grappled and until the grapple is ended is considered drowning.

### **Leo: The Lion**

***Large celestial***

**Armor Class: 13,**
Hit Points: (3d10+ 6)

**Speed: 30 ft. Summoned**
time: 30 minutes

**15 (+2)**
**10 (+0)**
**15 (+2)**
**9 (-1)**
**12 (+1)**
**16 (+3)**

**Deception +5,**
Insight +3, Stealth +2

**Darkvision 60**
ft., passive Perception 12

***Innate Spellcasting**.* Leo’s innate spellcasting ability is Charisma (spell save DC 13). It
can innately cast the following spells, requiring no material components. At
will: disguise self (any humanoid form), major image level 5: 3/day each: charm
person, mirror image, level 10: 3/day each: scrying, suggestion 1/day: geas

**Actions**

***Multiattack.*** At level 5 Leo makes two attacks: one with its
claws and one with Intoxicating Touch.

***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (1d10 + 2) slashing damage.

***Intoxicating Touch.*** Melee Spell Attack: +5 to hit, reach 5 ft.,
one creature. Hit: The target is magically cursed for 1 hour. Until the curse
ends, the target has disadvantage on Wisdom saving throws and all ability
checks.

### **Libra: The Scales**

***Large celestial***

**Armor Class: 11,**
Hit Points: 19(3d10+ 3)

**Speed: 60 ft.**
Summoned time: 30 minutes

**8 (-1)**
**12 (+1)**
**13 (+1)**
**15 (+2)**
**12 (+1)**
**7 (-2)**

**Balance.** Libra can as an
action balance out the hp of two creatures if the creatures are unwilling they must
succeed a dc 12 constitution saving throw. On a success nothing happens.

**Actions**

***Scale bash.*** Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit:  (2d6-1) bludgeoning
damage.

### **Lyra: The Harp**

***Medium celestial***

**Armor Class: 15,**
Hit Points: (1d8+2)

**Speed: 30 ft. Summoned**
time: 1 hour

**9 (-1)**
**14 (+2)**
**14 (+2)**
**14 (+2)**
**11 (0)**
**14 (+2)**

**Deception +4,**
performance +4

**Passive**
Perception 10

**Actions**

***Scimitar.*** Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: (1d6 + 2) slashing damage.

***Dagger.*** Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit:
(1d4 + 2)

**Healing song.** As an action Lyra
can begin a song that will heal any character within 20ft 1d4 per turn used to
play the song with subsequent actions. It can also be used over a short rest to
allow characters to roll one quarter of their hit dice without expending them
minimum of one.

### **Monoceros:** the Unicorn

***Large celestial***

**Armor Class: 12,**
Hit Points: (2d10+ 2)

**Speed: 50 ft.**
Summoned time: 2 hours

**15 (+2)**
**12 (+1)**
**13 (+1)**
**7 (-2)**
**10 (+0)**
**16 (+3)**

**Damage**
Immunities: poison

**Condition**
Immunities: charmed, paralyzed, poisoned

**Darkvision 60**
ft., passive Perception 10

***Innate Spellcasting.*** Monoceros's innate spellcasting ability is
Charisma (spell save DC 13). Monoceros can innately cast the following spells,
requiring no components: At will: detect evil and good, druidcraft, level 5:
pass without trace 1/day each: calm emotions, dispel evil and good, entangle

**Actions**

***Multiattack.*** Monoceros makes two attacks: one with its
hooves and one with its horn.

***Hooves.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

***Horn.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.

***Healing Touch .***Monoceros touches another creature with its
horn. The target magically regains 11 (2d8 + 2) hit points.

***Teleport .***Monoceros magically teleports itself and up to
three willing creatures it can see within 5 feet of it, along with any
equipment they are wearing or carrying, to a location Monoceros is familiar
with, up to 100 feet away.

### **Ophiuchus:** the Serpent Holder

***Large celestial***

**Armor Class: 15,**
Hit Points: (3d6+3)

**Speed: 30 ft.**
summoned time: 1 hour

**12 (+1)**
**16 (+3)**
**13 (+1)**
**7 (-2)**
**15 (+2)**
**10 (0)**

**Immune: poison,**
charmed

**Darkvision 60**
ft., passive Perception 12

***Spellcasting.*** Ophiuchus can cast spells at certain levels it
spellcasting ability is wisdom dc: 12 +4 no material components needed.

Level 1: Cantrips: mending, sacred flame, thaumaturgy

Level 3: 1st level: (4 slots) command, shield of faith

Level 6: 2nd level: (3 slots) calm emotions, hold person

Level 9: 3rd level: (2 slots) bestow curse, clairvoyance

**Actions**

***Bite.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit:  (1d6 + 3) piercing damage
plus (2d6) poison damage

### **Orion:** the Hunter

***Medium celestial***

**Armor Class: 13,**
Hit Points: 10 (1d8+ 2)

**Speed: 30 ft.**
summoned time: 3 hours

**16 (+3)**
**12 (+1)**
**14 (+2)**
**8 (-1)**
**10 (0)**
**9 (-1)**

**Damage**
Resistances: necrotic, psychic

**Damage**
Immunities: poison

**Condition**
Immunities: exhaustion, frightened, paralyzed, petrified, poisoned

**Darkvision 60**
ft., passive Perception 10

**Vengeful tracker.**
**Orion**
can track 1 creature specified by the summoner as long as it is on the same
plane of existence. And if they are within one mile Orion can force itself to
remain summoned for an extra hour

**Actions**

***Multiattack.*** Orion makes two fist attacks.

***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit:  (2d6 + 3) bludgeoning
damage. They can grapple the target instead of doing damage for one of the
attacks.

**Vengeful glare.** Target one
creature within 30ft they make a DC: 13 wisdom saving throw or are frightened
of Orion for 1 minute or until they are dealt damage by a creature other than
Orion.

### **Pisces:** the Fishes

***Large celestial***

**Armor Class: 13,**
Hit Points: (3d10+6)

**Speed: 10 ft.,**
swim 40 ft. summoned time: 30

**16 (+3)**
**10 (0)**
**15 (+2)**
**8 (-1)**
**10 (0)**
**9 (-1)**

**Darkvision 60**
ft., passive Perception 10

***Amphibious.*** Pisces can breathe air and water.

**Actions**

***Multiattack.*** Pisces makes two attacks: one with its bite
and one with its claws or harpoon.

***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.

***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage.

***Harpoon.*** Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + *piercing damage.*
If the target is a Huge or smaller creature, it must succeed on a Strength
contest against Pisces or be pulled up to 20 feet toward Pisces.

### **Pyxis:** the Compass

***Medium celestial***

**Armor Class: 11,**
Hit Points: (3d8)

**Speed: 30 ft.**
climb 30 ft. Summoned time: 2 hours

**11 (+0)**
**12 (+1)**
**10 (+0)**
**14 (+2)**
**12 (+1)**
**11 (0)**

**Investigation +4,**
perception +3

**Darkvision 60ft,**
passive Perception 13

**Guide.** As long as the
summoner knows the name and what an object is Pyxis can find it if it is on the
same plane of existence, the direction given is more specific the closer you
are to it. This can also be used to navigate to cities and towns without a map.

**Actions**

***Claw.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: (1d6 + 1) slashing damage.

### **Reticulum: The Reticule**

***Medium celestial***

**Armor Class: 13,**
Hit Points: (3d8+6)

**Speed: 30 ft.**
climb 30 ft. Summoned time: 30 minutes

**16 (+3)**
**12 (+1)**
**14 (+2)**
**6 (-2)**
**11 (0)**
**7 (-2)**

**Athletics +5**

**Darkvision**
120ft, passive Perception 10

**Guiding attacks.**
The summoner and their allies gain advantage on attacks against the last
creature that Reticulum hit on its turn.

**Actions**

***Multiattack.* Reticulum makes two claw attacks at level 5**

***Claw.* Melee**
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing
damage.

### **Sagittarius:** the Archer

***Medium celestial***

**Armor Class: 13,**
Hit Points: 16(3d8+ 3)

**Speed: 30 ft. summoned**
time: 1 hour

**11 (0)**
**14 (+2)**
**12 (+1)**
**11 (0)**
**13 (+1)**
**11 (0)**

**Perception +5,**
Survival +5, Nature +4, Stealth +6

**Passive**
Perception 15

***Keen Hearing and Sight.*** Sagittarius has
advantage on Wisdom (Perception) checks that rely on hearing or sight.

**Actions**

***Multiattack.*** Sagittarius makes two melee attacks or two
ranged attacks.

***Shortsword.*** Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

***Longbow.*** Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

### **Scorpio:** the Scorpion

***Large celestial, unaligned***

**Armor Class: 15,**
Hit Points: (3d10+6)

**Speed: 40 ft.**
summoned time: 30 minutes

**15 (+2)**
**13 (+1)**
**15 (+2)**
**1 (-5)**
**9 (-1)**
**3 (-4)**

**Blindsight 60**
ft., passive Perception 9

**Actions**

***Multiattack.*** Scorpio makes three attacks: two with its
claws and one with its sting.

***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape
DC 12). Scorpio has two claws, each of which can grapple only one target.

***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12
Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or
half as much damage on a successful one.

### **Scutum:** the Shield

***Large celestial, unaligned***

**Armor Class: 17,**
Hit Points: (5d10+8)

**Speed: 30 ft. summoned**
time: 1 hour

**16 (+3)**
**8 (-1)**
**15 (+2)**
**7 (-2)**
**10 (0)**
**3 (-4)**

**Damage**
Immunities: poison

**Condition**
Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

**Blindsight 10**
ft., Darkvision 60 ft., passive Perception 10

***Bound.*** Scutum is magically bound to its summoner. If Scutum
is within 60 feet of the summoner, half of any damage the summoner takes
(rounded up) is transferred to Scutum.

**Actions**

***Multiattack.*** Scutum makes two fist attacks.

***Fist.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

**Reactions**

***Shield.*** When a creature makes an attack against the
summoner, Scutum grants a +2 bonus to the summoner's AC if Scutum is within 5
feet.

### **Taurus: The Bull**

***Large celestial***

**Armor Class: 14,**
Hit Points: (3d10+6)

**Speed: 40 ft.**
summoned time: 30 times

**16 (+3)**
**11 (0)**
**14 (+2)**
**6 (-2)**
**15 (+2)**
**9 (-1)**

**Perception +4**

**Darkvision 60**
ft., passive Perception 14

***Charge.*** If Taurus moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn, the target takes
an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed
on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked
prone.

***Reckless.*** At the start of its turn, Taurus can gain
advantage on all melee weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start of its next turn.

**Actions**

***Greataxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 17 (1d12 + 3) slashing damage.

***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 3) piercing damage.

### **Ursa Major:** the big bear

***Large celestial***

**Armor Class: 13,**
Hit Points: (4d10+8)

**Speed: 40 ft.**
summoned time: 30 minutes

**16 (+3)**
**10 (+0)**
**14 (+2)**
**3 (-4)**
**12 (+1)**
**7 (-2)**

**Perception +3**

**Darkvision 60**
ft., passive Perception 13

***Keen Sight and Smell.*** Ursa Major has advantage on Wisdom
(Perception) checks that rely on sight or smell.

**Actions**

***Multiattack.*** Ursa Major makes two attacks: one with its
bite and one with its claws. At level 5

***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (1d10 + 3) piercing damage.

***Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 3) slashing damage.

### **Virgo: The Young maiden**

***Medium celestial***

**Armor Class: 15,**
Hit Points: 16 (2d8+ 2)

**Speed: 30 ft.,**
fly 60 ft. summoned time:

**8 (-1)**
**14 (+2)**
**13 (+1)**
**13 (+1)**
**8 (-1)**
**17 (+3)**

**Perception +1,**
Deception +5, Insight +1

**Damage**
Resistances: cold, fire, lightning, poison;

**Darkvision 60**
ft., passive Perception 11

***Shapechanger.*** Virgo can use its action to polymorph into a
Small or Medium humanoid, or back into its true form. Without wings, Virgo
loses its flying speed. Other than its size and speed, its statistics are the
same in each form. Any equipment it is wearing or carrying isn't transformed.
It reverts to its true form if it dies.

**Actions**

***Claw .***Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 2) slashing damage.

***Charm.*** One humanoid Virgo can see within 30 feet of it
must succeed on a DC 13 Wisdom saving throw or be magically charmed for 2 hours.
The charmed target obeys the summoner’s verbal commands. If the target suffers
any harm or receives a suicidal command, it can repeat the saving throw, ending
the effect on a success. If the target successfully saves against the effect,
or if the effect on it ends, the target is immune to this fiend's Charm for the
next 24 hours. Virgo can have only one target charmed at a time. If it charms
another, the effect on the previous target ends.

***Draining Kiss.*** Virgo kisses a creature charmed by it or a
willing creature. The target must make a DC 15 Constitution saving throw against
this magic, taking (2d10 + 3) psychic damage on a failed save, or half as much
damage on a successful one. The target's hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the target
finishes a long rest.

### **Volans:** the Flying Fish

***Medium celestial***

**Armor Class: 14,**
Hit Points: 10 (1d8+ 2)

**Speed: 50 ft.,**
fly 50 ft. (hover) summoned time: 3 hours

**13 (+1)**
**15 (+2)**
**14 (+2)**
**10 (0)**
**13 (+1)**
**9 (-1)**

**Perception +8,**
Stealth +10

**Damage**
Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

**Damage**
Immunities: poison

**Condition**
Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious

**Darkvision 60**
ft., passive Perception 18

***Invisibility.*** Volans is invisible.

**Tracker.** Volans can track 1
creature specified by the summoner as long as it is on the same plane of
existence.

**Actions**

***Multiattack.*** The stalker makes two slam attacks.

***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.