Medium Celestial (Angel), Any Good Alignment
Armor Class 16 Natural Armor
Hit Points 280 (18d10 + 181)
Speed 60 ft., Fly 160 ft.
STR
22 (+6)
DEX
20 (+5)
CON
24 (+7)
INT
18 (+4)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws CON +13, WIS +12, CHA +13
Skills Insight +11, Perception +11, Stealth +10
Damage Vulnerabilities Necrotic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Truesight, Passive Perception 26
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Flyby. Avacyn, Angel of Hope doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Vigilance. Add +5 to AC against one melee attack that the creature can see. Avacyn must be wielding a melee weapon.

Indestructible. Avacyn, Angel of Hope cannot die. When Avacyn is reduced to 0 hit points she is knocked unconscious for 6d10 mins. 

Card Ability. Avacyn, Angel of Hope gives all allies within 30 ft. of her indestructibly. 

Spellcasting. Avacyn, Angel of Hope is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 20, +10 to hit with spell attacks). Avacyn has the following cleric spells prepared:

  • Cantrips (at will): Guidance, Sacred Flame, Spare the Dying, Word of Radiance

  • 1st level (4 slots): Command, Cure Wounds, Healing Word, Purify Food and Drink, Shield of Faith

  • 2nd level (3 slots):  Enhance Ability, Lesser Restoration, Zone of Truth

  • 3rd level (3 slots): Glyph of Warding, Remove Curse, Spirit Shroud 

  • 4th level (3 slots): Guardian of Faith, Divination, Banishment

  • 5th level (2 slots): Greater Restoration, Holy Weapon

Actions

Multiattack. Avacyn makes two spear attacks.

Moonsilver Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit:  22 (4d6 + 8) piercing damage, plus 18 (4d8) radiant damage. 

 

Bonus Actions

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Reactions

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Legendary Actions

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

Mythic Actions

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Description

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Lair and Lair Actions

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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:

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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:

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

Monster Tags: Angel

MegaBandGeek

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