Medium Celestial, Lawful Good
Armor Class 10 (natural armor)
Hit Points 20 (2d10)
Speed 30 ft., Fly 60 ft.
STR
12 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws INT +3, WIS +3, CHA +4
Skills Perception +14
Damage Resistances Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Truesight 120 ft., Passive Perception 12
Languages All, Telepathy 120 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Angelic Weapons. The Angel's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

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

Innate Spellcasting. The Angel's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

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

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

1/day each: commune, control weather

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

Actions

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6) slashing damage plus (1d8) radiant damage.

Flying Sword. The Angel releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Angel can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Angel's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (2/Day). The Angel touches another creature. The target magically regains (1d8 +2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Monster Tags: Angel

IBTheRealDill