Medium Celestial (Angel), Neutral Evil
Armor Class 20 Plate and Shield
Hit Points 115 (16d8 + 12)
Speed 30 ft., Fly 90 ft.
STR
20 (+5)
DEX
12 (+1)
CON
13 (+1)
INT
11 (+0)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws WIS +6, CHA +7
Skills Investigation +3, Perception +6
Damage Vulnerabilities Radiant
Damage Resistances Fire, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft, Truesight 120 ft, Passive Perception 16
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

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

Actions

Multiattack. The angel makes two melee attacks. It also uses a shove attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) necrotic damage.

Shove. The angel can make a shove attack against a target. The target must make a DC 18 Strength Saving throw or be shoved back 10 feet. 

Legendary Actions

 Hellfire. Once a turn, the angel can cast the spell Hellfire. The target must make a DC 17 Dexterity saving throw or take 2d6 necrotic damage and 1d6 fire damage. On a save, they take half damage.

Battlefield Bane. Once a turn, the angel can choose up to three creatures it can see within 30 feet of it. Those three creatures must make a DC 17 Charisma saving throw. On a fail, each creature comes under the influence of the bane spell. This does not count against his prepared spells.

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.

lilslw

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