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Creatures

Chalkydri Dawnbringer

Chalkydri

“The solar elements, the Phoenixes, and the Chalkydri

burst into song... rejoicing at the giver of light.”

-Apocrypha of Second Enoch

The origins of the Chalkydri are lost to history. Chalkydri are often grouped together with the Phoenix due to their similar appearance and the fact that they are often mentioned together in ancient texts. However, the Chalkydri is a celestial (Phoenixes are elemental), and the Chalkydri have an alignment of good (Phoenixes are usually neutral). These graceful and mysterious celestials are almost always found in places bathed in sunlight, and are associated with the first rays of the sunrise.

Harbingers of Song. As true celestials, Chalkydri usually reside in the Spiritual Realm, but occasionally in Liminal Realms such as the Veil). According to legend, the Chalkydri only cross over into the Physical Realm for a brief moment during the first light of the morning, and it is the song of the Chalkydri that causes the birds of the Physical Realm to join with their voices in thanksgiving for the new day.

Mysterious Wanderers. Little is known about the lives and habits of the Chalkydri, and they are only recorded in some brief apocryphal works in the Christian tradition. These majestic creatures are described as being iridescently blue-purple in color, with reptilian snouts and long, flowing feathers that shimmer in the sunlight. It is unclear what role the Chalkydri play in the divine cosmology, with only the second book of Enoch commenting: “they accompanied the sun, carrying heat and dew and whatever is commanded by God.” To further complicate this mystery, the Chalkydri seem to have had an affinity with the Watchers, the ancient and infamous race of celestials who broke their oath not to interfere in the affairs of mortals. It is unclear what, if any, relationship exists between the Chalkydri and the Watchers now, as both species have faded into the forgotten ages of history.

Companions of the Sun. The Chalkydri are always written about in relationship to a sun, and seem to inhabit solar systems that contain life with the same frequency as solar systems that do not. Some scholars have suggested that the Chalkydri are the guardians of the sun and sunlight, while others have theorized that the Chalkydri are dependent on it. What we do know is that, wherever a sun rises, the Chalkydri accompany it, and wherever they fly, the sun is soon to rise. The eldest of the Chalkydri are known as “Dawnbringers.” It takes millennia for most Chalkydri to reach this status, as they do not age in the same way that beasts of the Material Plane do. Chalkydri are also immortal; if one is slain during the course of spiritual warfare, its life cycle begins anew as a fledgling the following day at dawn.

Chalkydri Dawnbringer

Gargantuan Celestial, Neutral Good

Armor Class: 18 (natural armor)

Hit Points: 175 (10d20 + 70)

Speed: 20 ft., Fly 120 ft.

STRDEXCONINTWISCHA
17 (+3)26 (+8)25 (+7)7 (-2)21 (+5)18 (+4)

Saving Throws: Wis +10, Cha +9

Skills: Perception +10, Survival +10

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

Damage Immunities: radiant

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned.

Senses: darkvision 120 ft., passive perception 20

Languages: understands Celestial but cannot speak

Challenge: 16 (15,000 XP) Proficiency: +5

Features

Eternal Rebirth: When the Chalkydri Dawnbringer dies, it explodes, dealing 14 (4d6) radiant damage to all creatures within 60 feet. The Dawnbringer’s essence is then absorbed into the universe, and is reborn as a Chalkydri Fledgling at dawn the following day, and its life cycle starts over from the beginning.

Flyby: The Chalkydri does not provoke opportunity attacks when it flies out of an enemy’s reach.

Guiding Light: The Chalkydri can innately cast guidance as a bonus action, targeting a creature within the 90-foot-radius of its “Illumination” feature.

Illumination: The Dawnbringer sheds bright light in a 60-foot radius and dim light for an additional 30 feet.

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

Actions

Multiattack: The Dawnbringer makes two claw attacks

Claw: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) radiant damage.

Legendary Actions

The Dawnbringer can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dawnbringer regains spent legendary actions at the start of its turn.

Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Move: The Chalkydri moves up to its speed.

Swoop (Costs 2 Actions): The Chalkydri moves up to its speed and makes one Claw attack.

Azrael's Guide to the Apocalypse, printed pages 194, 195.