Large Celestial (Angel), Lawful Good
Armor Class 17 Plate
Hit Points 120 (10d12)
Speed 30 ft., Adds 5 ft for every wing broken.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)
Skills History +20
Damage Resistances Radiant
Condition Immunities Blinded, Charmed, Frightened, Petrified
Senses Blindsight They might be wearing a blindfold, but they sense your actions in other ways., Passive Perception 10
Languages All They are naturally understood by anyone involved in the ensuing trial., Celestial They are a celestial after all.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fairness: 
Before the first turn can be taken, fully restores every PC as if they had just long-rested.

No escape from Judgement:
Before the first turn can be taken, the Vital Judicus projects an Arena around the party, locking all not affiliated with the party out of the fight, 3rd parties are teleported safely out of the ensuing battle.

Flames of Purification [4 uses]
A Zone is wreathed in holy flames which intensify with every turn, until they burn out.
Flames first deal [1d10] then [2d10] and finally [3d10] holy damage. 
The zone that remains afterwards is consecrated soil and therefore not usable for necromancy, nor is it re-burnable.

Decree of Divinity :
Increases any Magical damage dealt by any unit by a [d4] 

Decree of Brutality :
Increases any Physical damage dealt by any unit by a [d4]

Decree of Protection:
ANY damage dealt is reduced by [2d2] 

 

Actions

Gavel Swing: 
They swing their Gavel into the floor, projecting forth tremors in a cone in front of the swing dealing [1d10+2] damage if close to the hammer (1-10ft) and [2d8 +4] damage if further away up to a range of 30 ft.

Judgement Cut:
The Vital Judicus projects a cut through a random party member, dealing [1d10] damage and mandating a constitution saving throw. If failed [below 14] the member will lose 30 percent of their hp for the rest of the fight. The 30 lost percent are not recoverable. 
Enemies afflicted by a Judgement Cut may not be cut again.

Dual Duties: 
The first attack is a hammer strike, the second a sword cut.
The Hammer hurts more [d10+3], the sword hits easier [d8+3]. 
Should one of the two weapons be missing, the VJ only uses that weapon.

Legal entanglement: 
Entangles a unit with the chain halo if they fail either a Strength or Dex save [below 14].
Entangled units are treated like prone units.
Ways to break free are:
the Judicus breaks the chains by inflicting enough damage on you,
you break the chains with a strength/wisdom save [15+] , you die, the Judicus recalls the chain for use in another attack


Bonus Actions

Chain extension:
The Vital Judicus may use their chain halo to extend the reach of their strikes by 5 ft using the chain as the weapon handle.
This of course requires the chain, which will remove it from any other actions.

Reactions

Opportunity Attack:
Uses Dual Duties

Aegis of Iron:
The Vital Judicus may protect themselves from a crit by sacrificing a steel wing to reduce damage to half. Sacrificed wings increase the Judicus' movement but reduce its AC by 2 a piece. 


Mythic Actions

Divine Ascent (2 Actions) :
The Vital Judicus rests their wings on the ground for a turn, they take half damage during this preparation offering a chance to either attack or recover yourself, after this turn, the Judicus shoots towards the heavens like a brilliant Javelin. After their ascent, they race towards the ground like a shooting star and cause a massive tremor as well as great damage to those caught closest. 
During the descent, everyone gains movement to run away, regardless of the turn order.
Damage formula: Directly under impact [2d20+5 damage] 5-9 ft distance [1d20 +5 damage] 10-19 ft [1d10 +2]  20-30 ft [1d10] anything above 30 ft [1d5]
Anyone taking over 15 damage is knocked prone.

Sword of Damocles (3 Turns):
The Vital Judicus may release their sword and throw it up into the heavens, where it quickly seeks the Party member who had received the divine revival.
There it looms for the next turn, disarming the Judicus partly and denying them access to the Actions: [Divine Ascent, Dual Duties and Judgement Cut]
On the second turn after the sword was thrown, it strikes, landing a guaranteed [Judgement Cut] as well as rolling to hit for [2d8+3] damage.
After the sword has struck, it remains stuck in the floor for another turn, after which the Judicus may recall it.


Description

As an envoy of the divine realm, it acts in the name of its divine leader.
After its leader has given a promising adventurer new life, it watches over the party and engages it once it feels like the adventurer has grown enough to be tested.

The Vital Judicus is equiped with two pairs of wings, one wrought of soft heavenly downs, the other made of slightly bloodstained steel grafted to the Judicus' back.
The Judicus holds two weapons of choice, one a judge's gavel (Hammer), the other an executioner's sword. It also has a freely manipulable magic chain hovering above it's head like a halo which it may use for a variety of attacks.

A Vital Judicus can be both male or female, with neither gender offering the party enough time to admire their haunting beauty. A VJ is blindfolded with a crimson band which is adorned with a golden ornament of a scale over their nose.

Their kin usually wear metal plate with androgenous features, the metal is non-reflective, rather pointy and adorned with varius metal ornaments, mostly of Laurel Wreaths and martial tools. There is a crimson jewel swirling with golden divine energy embedded within a Judicus' chest, alluding to their heavenly origin.

The metal plate is permeated with red decorative lines and joints are armored with chain link opposing the elbow or knee.

Previous Versions

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Monster Tags: Angel

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