Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
all, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Chaos Mace
The uridimmu’s attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack.
Heroic Aura
Each friendly creature within 20 feet of the uridimmu can’t be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu’s aura doesn’t work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity.
Innate Spellcasting
The uridimmu’s spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:
At will: detect evil and good, light, protection from evil and good
3/day each: dispel magic, glyph of warding, lightning bolt
1/day each: flame strike, heal, wall of fire
Magic Resistance
The uridimmu has advantage on saving throws against spells and other magical effects.
Actions
Bite
+11 to hit, reach 5 ft (1.5 m). Hit: 3d8+6 piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Heavenly Roar
The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw.
Mace
+11 to hit, reach 5 ft (1.5 m). Hit: 2d6+6 plus 4d8 radiant damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.
Multiattack
The uridimmu makes three attacks: one with its bite and two with its mace.
About Uridimmu
Uridimmu is a large celestial with a Challenge Rating of 14. It has a lawful good alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 150 hit points (derived from 12d10+84).
Uridimmu has communication capabilities including all, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Uridimmu
4 tips available
GM Tips: Using Uridimmu
When using Uridimmu in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Uridimmu
4 strategies available
Player Guide: Facing Uridimmu
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 14.
Solo Encounter:
A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 21,000 XP
- Hard: 31,500 XP
- Deadly: 42,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Uridimmu?
- Uridimmu has a Challenge Rating of 14, making it appropriate for parties of level 14.0.
- What type of creature is Uridimmu?
- Uridimmu is a Large Celestial, which affects how certain spells and abilities interact with it.
- What languages does Uridimmu speak?
- Uridimmu can communicate in all, telepathy 60 ft..
Related D&D 5e Content
Related D&D 5e Content
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