Large Celestial, Any Evil Alignment
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +13, WIS +12, CHA +13
Skills Intimidation +13, Perception +11
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fiery Weapons. Azur's weapon attacks are magical. When Azur hits with any weapon, the weapon deals an extra 5d8 fire damage (included in the attack).

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

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

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

3/day each: investiture of flame, dispel evil and good, flame strike, immolation

1/day each: commune, control weather, insect plague

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

Actions

Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) fire damage

Horrid Touch (4/Day). The planetar touches another creature. The target must make a DC 21 Constitution saving throw or take 30 (6d8 + 3) necrotic damage and become frightened of Azur for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2021 10:33:32 PM
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1
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Coming Soon
2/13/2021 10:46:22 PM
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Monster Tags: Angel

lbrussbere

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