Huge Celestial, Lawful Good
Armor Class 20 (natural armor)
Hit Points 400 (18d10 + 144)
Speed 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
30 (+10)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws INT +17, WIS +17, CHA +14
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Senses Truesight 120 ft. in all directions, Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Divine Awareness. The Seraph knows if it hears a lie. It also has a constant zone of truth spell effect active in a 30ft radius around it.

Innate Spellcasting. The Angel'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)

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

1/day each: commune, control weather

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

Eldritch appearance. If the one gazes upon the Seraphim, the looking creature must make a DC18 wisdom saving throw or be frightened and stunned for three rounds, after which they may repeat the saving throw.

Actions

Multiattack. The Seraph makes three Wing slap and one eye beam attacks.

Wing slap. Melee Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 12 (3d8) radiant damage.

Eye beam. Ranged Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) fire damage plus 27 (6d8) radiant damage. If the target is a creature that has 120 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or die.

Be Not Afraid. The Seraph's voice reverberates through any creature close enough to hear it. They must make a DC 19 Wisdom saving throw or be charmed for a round. once this round is over, they take 25 (5d10) psychic damage and are frightened for another round.

Searing light. The Seraphim lets it's light shine upon the believer, cleansing them of any curse or affliction, even death if it so chooses. The affected creature is also healed for 25 health, and may distribute an equal amount of radiant damage among any creatures in a 60ft radius.

Legendary Actions

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

Incinerating Burst (Costs 2 Actions). The Seraphim 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.If any creature is killed by this, they turn to dust.

Blinding Gaze (Costs 3 Actions). The Angel targets one creature 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

Frodoliner

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