Large Celestial, Any Evil Alignment
Armor Class 16 Natural Armor
Hit Points 80 (18d8)
Speed 30 ft., Fly 50 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws WIS +7, CHA +6
Damage Resistances Necrotic, Radiant
Condition Immunities Frightened, Stunned
Senses Passive Perception 15
Languages Celestial, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Necrotic Beam. The Angelic Statue can unleash the divine energy within and awaken into a large, fallen celestial. Any creature within 10 ft automatically takes ten damage (Charisma Save for half). Additionally, add 1d4 necrotic damage to all attacks, spell or otherwise.

Spellcasting. The Angelic Statue is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Fallen Angel has following Cleric spells prepared:

Cantrips (at will): Light, Mending, Sacred Flame, Resistance

1st level (4 slots): Cure Wounds, Bane, Inflict Wounds, Guiding Bolt

2nd level (3 slots): Blindness/Deafness, Mirror Image, Hold Person

3rd level (2 slots): Bestow Curse, Daylight

 

Actions

Multiattack. The Fallen Angel makes two attacks with either their Longsword or their Heavy Crossbow.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Legendary Actions

Legendary Resistance (3/day). If the monster fails a saving throw, it can choose to succeed instead.

Legendary Action (3/round). The legendary monster can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The legendary monster regains spent legendary actions at the start of its turn. Each legendary action, the Angelic Statue can cast one cantrip or two [Eldritch Blasts] and move up to its speed.

CharlieChase

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