Huge Celestial (Angel), Neutral
Armor Class 19 natural armor
Hit Points 229 (17d12 + 119)
Speed 40 ft., Fly 120 ft.
STR
23 (+6)
DEX
18 (+4)
CON
25 (+7)
INT
22 (+6)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws INT +12, WIS +13, CHA +11
Skills History +12, Investigation +12, Perception +13, Religion +12
Damage Resistances Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120ft, Passive Perception 23
Languages All all
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Penance Gaze. When a creature that can see the angel of judgment’s eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn’t incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save.

Change Face. As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action.

Face of Chaos. The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils.

• Face of Law. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead.

Spellcasting. The Angel Of Judgement] is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +12 to hit with spell attacks). The Angel Of Judgement has following cleric spells prepared:
Cantrips (at will): detect evil and good, detect thoughts, invisibility, detect magic
3/day each: calm emotions, dispel evil and good, speak with dead

1/day each: divine word, holy aura, raise dead

Actions

Multiattack. The angel of judgment makes two melee attacks.

Action Melee Attack. Melee Weapon Attack: Maul, reach 10 ft., 1 target. Hit: +12 (3d12 + 6) slashing damage plus (6d8) force damage.

Action Ranged Attack. Ranged Weapon Attack: +8 to hit, range 60/120 ft., 1 target. Hit: 8 (1d12 + 5) radiant damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Captlobi