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“Celedone: The Radiant Choir of Divine Constructs”

Celedone: The Radiant Choir of Divine Constructs
Create

Celedones are divine automatons forged by Hephaestus from gold, ivory, and gemstones, flawless maidens whose crystal voices weave enchanting hymns that charm mortals, empower allies, and guard the sacred halls of gods and temples alike.

Appearance

Celedones are radiant automata wrought of polished gold, ivory, and precious gemstones, their forms shaped as flawless maidens of divine beauty. Their eyes gleam like cut sapphires or emeralds, their movements glide with unnatural grace, and their voices ring like crystal chimes. Though metal and stone, their presence radiates the elegance of living muses, equal parts statue and celestial spirit.

Behaviour

Celedones move with calm dignity, rarely raising their voices except in song. They spend most of their existence singing hymns, dancing in intricate patterns, or reciting praises to their patron deity. When threatened, they remain eerily serene, responding with measured grace rather than fury.

Habitat

First forged by Hephaestus in the halls of Olympus, Celedones now dwell in the celestial planes, sacred temples, and shrines blessed by gods of law and light. They are most often found as guardians in sanctuaries of immense importance, where their eternal song weaves protection and reverence into the very air.

Modus Operandi

Celedones fight indirectly, relying on their enchanted voices to charm, soothe, or weaken foes. In battle, their harmonies bolster allies while disorienting enemies, and their radiant forms can channel divine energy into searing strikes. They prefer to deter intruders through awe and compulsion, only resorting to physical violence if their wards are defiled.

Motivation

Their singular purpose is devotion: to honor the gods through endless song and to protect holy places from corruption. Celedones have no mortal desires; their driving instinct is to serve, to sing, and to embody the perfect union of art and divinity.

  • Celedone 5e 2024
  • Celedone, Pathfinder
  • Celedone 3.5
Celedone: The Radiant Choir of Divine Constructs
Create

Medium Construct, Lawful Good


Armor Class 18 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft., fly 30 ft. (hover)


STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)12 (+1)18 (+4)20 (+5)

Saving Throws Wis +8, Cha +9
Skills Insight +8, Perception +8, Performance +9, Religion +5
Damage Resistances radiant, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Celestial, Common; telepathy 60 ft.
Challenge 8 (3,900 XP)


Choir Harmony (Su)

When two or more Celedones are within 60 ft., all charm, healing, and incapacitating effects they produce gain +1 to save DC or effect potency per additional Celedone.


Innate Spellcasting

The Celedone’s spellcasting ability is Charisma (spell save DC 17, +9 to hit). It can cast the following spells innately:

  • At will: guidance (1 action, touch), sacred flame (1 action, 60 ft.), thaumaturgy (1 action)
  • 3/day each: calm emotions (1 action, 30 ft.), cure wounds (4th-level, 1 action, touch), enthrall (1 action, 60 ft.)
  • 1/day each: banishment (1 action, 60 ft.), dispel magic (1 action, 120 ft.), greater restoration (1 action, touch)

Magic Resistance

The Celedone has advantage on saving throws against spells and other magical effects.

Divine Construct

The Celedone does not eat, drink, sleep, or breathe and is immune to exhaustion.


Actions

Radiant Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) radiant damage.

Hymn of Binding (Recharge 5–6). The Celedone sings a binding hymn. Each creature of its choice within 30 ft. must succeed on a DC 17 Wisdom saving throw or be charmed and incapacitated for 1 minute. The effect ends if the creature is attacked or sees an ally harmed. The DC increases by +1 for each additional Celedone within 60 ft.

Resonant Healing (3/Day). The Celedone sings a restorative chord. Up to three creatures of its choice within 20 ft. regain 18 (4d8) hit points and end one condition (blinded, deafened, frightened, poisoned). Effect potency increases by +1 per additional Celedone within 60 ft.


Reactions

Harmonic Reversal. When a creature within 10 ft. succeeds on a saving throw against being charmed, frightened, or stunned, the Celedone can force the source to make a DC 17 Charisma saving throw or be stunned until the end of its next turn.


Legendary Actions

The Celedone can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Melodic Step. The Celedone moves up to 30 feet without provoking opportunity attacks.
  • Harmonic Pulse. Each hostile creature within 10 ft. must succeed on a DC 17 Constitution saving throw or take 7 (2d6) thunder damage.
  • Echoing Hymn (Costs 2 Actions). The Celedone repeats the last spell it cast without expending a spell slot.

Tactics

  • Start combat with Hymn of Binding, amplified by nearby allies (Choir Harmony).
  • Support allies with Resonant Healing and spell-like abilities.
  • Target enemy spellcasters with banishment or dispel magic.
  • Hover out of melee range whenever possible.
  • Effects are weaker if isolated from other Celedones.
Celedone: The Radiant Choir of Divine Constructs
Create

Medium Construct (Divine), Lawful Good


Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
Aura Choir Harmony (Su) 60 ft.): When two or more Celedones are within 60 ft., all charm and healing effects they produce gain +1 to DCs or effect potency per additional Celedone.


DEFENSE

AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 deflection)
HP 127 (17d10 + 34)
Fort +9, Ref +8, Will +10
DR 5/—; Immune poison, sleep, paralysis, stunning, disease, mind-affecting effects; Resist acid 5, fire 5, cold 5
SR 19


OFFENSE

Speed 30 ft., fly 30 ft. (perfect)

Melee radiant strike +11 (2d10+4 radiant; counts as magical for DR purposes)

Special Attacks

  • Hymn of Binding (Su): Standard action; 1/round. All creatures of choice within 30 ft. must succeed on DC 17 Will save or be charmed and incapacitated for 1 round. Effect ends if attacked or if allies are harmed. DC increases by +1 per additional Celedone within 60 ft. (Choir Aura).
  • Resonant Healing (Su): Standard action; 3/day. Restores 4d8 HP and removes one condition (blinded, deafened, frightened, poisoned) from up to three allies within 20 ft. Effect potency increases by +1 per additional Celedone within 60 ft.
  • Divine Spell-Like Abilities (CL 8th; concentration +11):
    • At will—guidance (+1 skill check), thaumaturgy, sacred flame (1d6 radiant)
    • 3/day—calm emotions, cure light wounds (4th-level equivalent), enthrall
    • 1/day—banishment, dispel magic, greater restoration

STATISTICS

Str 14, Dex 16, Con 16, Int 12, Wis 18, Cha 20
Base Atk +12; CMB +7; CMD 22
Feats Combat Casting, Improved Initiative, Weapon Focus (Radiant Strike), Spell Focus (Enchantment)
Skills Perform +19 (singing), Perception +16, Knowledge (Religion) +11, Sense Motive +12
Languages Celestial, Common; telepathy 60 ft.


SPECIAL ABILITIES

  • Magic Resistance (Ex): +4 bonus on all saves vs. spells and spell-like abilities.
  • Divine Construct (Ex): Does not eat, sleep, or breathe; immune to fatigue and exhaustion.
  • Radiant Strike (Su): Melee attack deals 2d10 radiant damage; counts as magical for DR purposes.
  • Harmonic Reversal (Su): When a creature within 10 ft. succeeds on a charm, fear, or stun effect, the Celedone can force the source to make DC 17 Charisma save or be stunned for 1 round.

TACTICS

  • Begins combat with Hymn of Binding, enhanced by nearby allies (Choir Aura).
  • Supports allies with Resonant Healing and spell-like abilities.
  • Targets enemy spellcasters with banishment or dispel magic.
  • Effects are weaker if the Celedone is isolated.

CR 8; XP 4,800
Environment: Celestial planes, divine temples, sacred shrines
Organization: Solitary or choir (2–4 individuals)
Treasure: None

Celedone: The Radiant Choir of Divine Constructs
Create

Medium Construct (Divine), Lawful Good


Hit Dice: 17d10+34 (127 hp)
Initiative: +3
Speed: 30 ft., fly 30 ft. (perfect)
Armor Class: 20 (+3 Dex, +5 natural, +2 deflection)
Base Attack/Grapple: +12 / +14
Attack: Radiant Strike +11 melee (2d10+4 radiant)
Full Attack: Radiant Strike +11 melee (2d10+4 radiant)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hymn of Binding, Resonant Healing, Choir Harmony
Special Qualities: Divine Construct, Magic Resistance +4, Harmonic Reversal
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 18, Cha 20

Skills: Perform +19 (singing), Perception +16, Knowledge (Religion) +11, Sense Motive +12
Feats: Combat Casting, Improved Initiative, Weapon Focus (Radiant Strike), Spell Focus (Enchantment)
Environment: Celestial planes, sacred temples
Organization: Solitary or choir (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Lawful Good
Advancement: 18–20 HD (Medium)


Special Abilities

Choir Harmony (Su): When two or more Celedones are within 60 ft., all charm, healing, and incapacitating effects gain +1 to save DC or effect potency per additional Celedone.

Divine Construct / Magic Resistance (Ex): It does not eat, sleep, or breathe and is immune to fatigue and exhaustion. It gains a +4 bonus on all saving throws versus spells and spell-like abilities.

Radiant Strike (Su): Melee attack deals 2d10 radiant damage; counts as magical for bypassing damage reduction.

Hymn of Binding (Su) (1/round, standard action): Creatures of choice within 30 ft. must succeed on a DC 17 Will save or be charmed and incapacitated for 1 round. Ends if attacked or allies are harmed.

Resonant Healing (Su) (3/day, standard action): Heals up to three allies within 20 ft. for 4d8 HP and removes one condition (blinded, deafened, frightened, poisoned). Potency increases by +1 per additional Celedone within 60 ft.

Harmonic Reversal (Su): When a creature within 10 ft. succeeds on a charm, fear, or stun save, the Celedone can force the source to make a DC 17 Charisma save or be stunned for 1 round.


Spell-Like Abilities

(CL 8th, caster level 8th; concentration +11)

  • At will: guidance (1 action, touch), sacred flame (1 action, 60 ft.), thaumaturgy (1 action)
  • 3/day each: calm emotions (1 action, 30 ft.), cure light wounds (4th-level equivalent, 1 action, touch), enthrall (1 action, 60 ft.)
  • 1/day each: banishment (1 action, 60 ft.), dispel magic (1 action, 120 ft.), greater restoration (1 action, touch)

Tactics

  • Begin combat with Hymn of Binding, amplified by nearby allies (Choir Harmony).
  • Support allies with Resonant Healing and spell-like abilities.
  • Target enemy spellcasters with banishment or dispel magic.
  • Hover out of melee range; isolated Celedones are less effective.

Choir Encounter (2–4 Celedones)

Dynamic Combat Notes:

  • Formation: Celedones hover within 60 ft. to maximize Choir Harmony.
  • Initiative & Actions: Each acts independently but may coordinate movement to maintain aura benefits.
  • Combined Hymn of Binding: With 3–4 Celedones, DC rises by +2–3, potentially incapacitating multiple enemies.
  • Resonant Healing Coordination: Heal actions are staggered to cover the maximum number of allies per round.
  • Target Prioritization: Focus on enemy spellcasters first, then remove debuffs or heal allies.
  • Damage Tracking: Each Celedone tracks its own HP; losing one reduces Choir Harmony bonuses but does not disable others.
  • Environmental Advantage: Prefer open or elevated spaces to maintain flight and avoid melee threats.

Suggested Encounter Composition:

  • 2 Celedones: Moderate challenge (CR ~9) for small parties
  • 3 Celedones: Hard challenge (CR ~11) for mid-level parties
  • 4 Celedones: Deadly challenge (CR ~12) for high-level parties
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