Large Celestial, Lawful Good
Armor Class 25 Divine Protection
Hit Points 478 (24d20 + 226)
Speed 50 ft., Fly 150 ft.
STR
28 (+9)
DEX
25 (+7)
CON
26 (+8)
INT
28 (+9)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +17, WIS +18, CHA +18
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Blindsight 100 ft., Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Radiant Aura. Any creature that can see the Archangel must make a DC 25 wisdom save or become frightened and can not try to harm the Archangel in any way. If the creature is of an evil alignment and fail the wisdom save they are banished to there home plane. On a successful save they are immune to this effect for 24 hours.

Angelic Weapons. The Archangel's weapon attacks are magical. When the Archangel hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).

Divine Awareness. The Archangel knows if it hears a lie.

Divine Smite. While attacking a undead, fiend, or evil alined creature The Archangel has advantage on all attacks.

Innate Spellcasting. The Archangel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only), plane shift

3/day each: blade barrier, dispel evil and good, resurrection, staggering smite

1/day each: commune, control weather, fire storm 

Magic Resistance. The Archangel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Archangel makes two peace attacks.

Peace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 10) slashing damage plus 36 (8d8) radiant damage.

Grace. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 28 (2d8 + 6) piercing damage plus 36 (8d8) radiant damage. If the target is a creature with an is evil alignment and with less than 100 hit points it must make a DC 19 wisdom save or be reduced to 0 hit points as there soul is cleansed in holly fire. If a creature is resurrected their alignment is changed to Lawful good and impulsively try to make up for their evils through any means necessary.

Healing Touch (6/Day). The Archangel touches another creature. The target magically regains 60 (8d12 + 8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Sins of man. As a reaction the Archangel uses its divine authority to stop a creature from taking an action.

Legendary Actions

The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

Teleport. The Archangel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The Archangel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Archangel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

Dapper_Man

Comments

Posts Quoted:
Reply
Clear All Quotes