Truthbringer
As part of our ongoing project to fill gaps in 5E's array of monsters, we now have a new, medium CR celestial to add to the roster. The truthbringer is an angel with an emphasis on, you guessed it, truth, and would make an excellent villain for a sneaky, criminally-inclined party, or an excellent patron for a group of detectives or inquisitors. While lawful good, truthbringers are definitely not lawful nice, and a creature this rigid could make an engaging difficult-to-please ally or quest giver for a more mixed party as well. In addition to classic angel traits, we made the truthbringer a spellcaster, for extra versatility rather than stopping power. Truthbringers' magic isn't about damage, so much as about more opportunities to let it show its controlling and even manipulative nature. We hope you enjoy running it, or running into it, and that you'll let us know how it goes when you do!
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Truthbringer
Truthbringers are high-ranking angels that serve as lawkeepers and historical advisors of the celestial planes. However, every so often a truthbringer may be called to the material realm and embed itself into a mortal community. Though these angels can bring stability to chaotic circumstances, their point of view is rigid and totalitarian.
Authoritarian Benefactors. Truthbringers seek to bring about an ordered and harmonious world, and are convinced that they know of the best way to do so. They can be patient, and often default to acting as a guiding force to the mortal communities that they inhabit. However, if they feel that they are not achieving their vision quickly enough, they are willing to do anything, even twisting the minds of mortals, to see to it that the world around them strives closer to their own idea of order and harmony.
Veiled Angels. The truthbringer’s words alone are charged with divine will, powerfully suggestive, and can coax those around them into obeying their will. However, when combined with the truthbringer’s faultless features, their suggestions are utterly mind-bending.
The face of a truthbringer is capable of inflicting permanent changes to a creature's mind, and thus do they rarely reveal their features. For this reason, the truthbringer wears a veil to shield those around it from such life-altering effects. Still, a truthbringer is not opposed to using such power, and may occasionally reveal itself when it deems such a situation necessary.
Imperfect Perfectionists. Though they are far more knowledgeable than most mortals, truthbringers are neither omniscient nor perfect in their perceptions. Truthbringers are subject to their own biases, and will not hesitate to act on them. It’s understanding of a given situation may be archaic and inconsiderate of the lives and viewpoints of those involved, as it is largely incapable of self-reflection.
Truthbringer
Large celestial, lawful good
Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 40 ft., fly 120 ft.
STR 21 (+5)
DEX 20 (+5)
CON 23 (+6)
INT 20 (+5)
WIS 24 (+7)
CHA 24 (+7)
Saving Throws Wis +12, Cha +12
Skills Insight +12, Perception +12, Religion +10
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP)
Angelic Weapons. The truthbringer’s weapon attacks are magical. When the truthbringer hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The truthbringer knows if it hears a lie.
Innate Spellcasting. The truthbringer’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: command, detect evil and good, identify
3/day: detect thoughts, suggestion, zone of truth
1/day: geas (9th level), modify memory (9th level)
Magic Resistance. The truthbringer has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The truthbringer makes two melee attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 22 (5d8) radiant damage.
Reactions
Deceiver's Retribution. When a creature that the truthbringer can hear speaks a lie aloud, the truthbringer can force that creature to make a DC 20 Charisma saving throw or take 20 (8d4) psychic damage and 18 (4d8) radiant damage and lose the ability to speak for the next 24 hours. A creature that succeeds the saving throw does not lose the ability to speak and takes half of the damage rolled.