AC 12
HP 14 (4d4 + 4; bloodied 7)
Speed 20 ft., fly 40 ft.
Initiative Dex +2 (12), Insight +5 (15), Perception +5 (15)
Proficiency +2; Maneuver DC 12
Saving Throws Str -3, Dex +2, Con +1, Int +1, Wis +3, Cha +1
Skills Insight +5, Perception +3, Performance +3, Persuasion +3 (+1d4), Religion +3
Damage Resistances radiant; damage from nonmagical, non-silvered weapons
Damage Immunities necrotic, poison
Condition Immunities
fatigue
,
grappled
,
paralyzed
,
petrified
,
poisoned
,
prone
,
restrained
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, telepathy 120 ft.
Lawful Good. The daimonion radiates a Lawful and Good aura.
Loudspeaker. The drone can make its voice heard up to 300 feet away.
Malfunction. The drone malfunctions when it takes a critical hit, becoming confused until another creature within 5 feet makes a DC 10 Engineering check to end the condition.
Incorporeal. The daimonion can move through creatures and objects. It takes 2 (1d4) force damage if it ends its turn inside an object.
Magic Resistance. The daimonion has advantage on saving throws against spells and magical effects.
Subtle Guide. When using telepathy, the daimonion can make its telepathic “voice” perfectly imitate that of a creature’s inner monologue. A suspicious creature can make a DC 13 Insight check to realize the thoughts originate from an external source.
ACTIONS
Prick Conscience. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) psychic damage, and the target makes a DC 13 Charisma saving throw, becoming rattled for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Good-aligned creatures automatically succeed on this saving throw.
BONUS ACTIONS
Invisibility. The daimonion magically turns invisible, along with any equipment carried.
This invisibility ends if the daimonion makes an attack, falls unconscious, or dismisses the effect.
Combat
The daimonion uses Prick Conscience and then turns invisible, moving far away if it can. It changes targets and tactics frequently to avoid being killed. It can attempt to convince adversaries to stand down by appealing to their better natures. If it has a ward, it will not abandon it and will attempt to protect it in whatever way it can.
Daimonia are minor angels that serve as guardians over specific people, objects, and places. Often, the ward of a daimonion will never become explicitly aware of their presence, interpreting their gentle guidance as the voice of their own conscience. Some, however, are charged by deities or greater angels to serve mortals with an important role to play in their designs.
While daimonia can differ wildly in appearance from each other, religious art often depicts them as “shoulder angels” whispering good advice into the ears of the faithful. Some theologians argue that imps are corrupted daimonia that fell from grace.
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.