Monster I’d Like to Fight: Sauva

Sauva
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In the realm beyond mortal understanding, there resides resplendent beings known as sauva. These celestial creatures are renowned for their beauty and charm. Sauva are adept in the mystical arts, and they use their powers of enthrallment to bend others to their will. They are sly and manipulative, using their allure and charisma to get what they desire.

Despite their deceptive ways, sauva are not entirely malevolent. Some claim that they were once pure and innocent beings, but were corrupted by the temptation of power and the desire to control others. Others say that they are simply mischievous tricksters, using their charms and magic for their own amusement.

A defeated sauva will molt a tuft of sauva feathers and drop a sauva holy symbol before it bursts in a flash of brilliant light.

Sauva Feathers. As part of a long rest, if you have proficiency with woodcarver’s tools, you can use your tools and a tuft of suava feathers to create 2d6 sauva arrows or bolts. A suava arrow or bolt deals an additional 1d6 radiant damage. Once it hits a target, the ammunition loses this property.

Sauva Holy Symbol. When this holy symbol is used as a focus to cast a divination or enchantment spell, increase the spell save DC by 1d4. Once used in this way it cannot be used again until the next dawn.

Enthralled Minions. Sauva will often be accompanied by a cohort of enthralled minions. Whether they are simple townsfolk or battle-hardened veterans, the sauva will use them to defend itself with no regard for their safety.

Sauva

Medium Celestial, Typically Lawful Neutral


Armor Class 18 (natural armor)

Hit Points 112 (15d8 + 45)

Speed 30 ft., fly 90 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)17 (+3)16 (+3)20 (+5)

Saving Throws Wis +7, Cha +9

Skills Insight +7, Perception +7, Persuasion +9

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

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft., passive Perception 17

Languages all, telepathy 120 ft.

Challenge 9 (5,000 XP) 

Proficiency Bonus +4


Captivating Presence. If a creature attempts to attack the sauva, it must succeed on a DC 17 Wisdom saving throw or be restrained until the start of its next turn. If the creature’s saving throw is successful, the creature is immune to the sauva’s Captivating Presence for the next 24 hours.

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

Actions


Multiattack. The sauva makes two Shining Claw attacks. It can replace one attack with a use of Spellcasting.

Shining Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 13 (3d8) radiant damage. If the target is a creature, its speed is reduced to 0 until the end of its next turn.

Spellcasting. The sauva casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: charm person, command, light

1/day each: compulsion, confusion, dominate person, flamestrike

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