Medium Celestial (Angel), Chaotic Good
Armor Class 22 (natural armor)
Hit Points 203 (20d8 + 100)
Speed 40 ft., Fly 150 ft. only available if healed
STR
14 (+2)
DEX
22 (+6)
CON
20 (+5)
INT
10 (+0)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws CON +12, WIS +14, CHA +17
Skills Insight +19, Intimidation +23, Perception +13, Religion +12
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 60ft, Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Angelic Weapons. Amenadiel's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

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

Innate Spellcasting. Amenadiel's spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:

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

3/day each: counterspell (cast at 5th level), banishing smiteDestructive Wave

1/day each: Raise Dead, Crown of Starstime ravageforesight

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

Actions

Multiattack. Amenadiel makes two attacks with Crusader, and if he can, uses Time's Wrath.

Crusader (Longsword). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (1d8 + 13) slashing damage plus 27 (6d8) radiant damage. After making an attack with Crusader (Longsword), Amenadiel may teleport 30ft in any direction. This can be done before or after making each attack.

Crusader (Longbow). Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target. Hit: 18 (1d8 + 13) piercing damage plus 27 (6d8) radiant damage.

Time's Wrath (Recharge 5-6). Amenadiel targets a creature he can see within 30ft of him, turning time itself against them. That creature must make a DC 24 charisma saving throw or be cursed for the next minute. Whilst cursed in such a way, any time that creature takes damage from any source, they take an additional 9 (2d8) force damage, shades of themselves from other timelines appearing to strike at them. In addition, if a creature drops to 0 hit points whilst under the effect of Time's Wrath, Amenadiel regains 50 hit points.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Preternatural Counter. When Amenadiel is hit by an attack roll, he can use his reaction to roll a d6. On a 4 or higher, the attack instead misses him.

Legendary Actions

Amenadiel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.

Teleport. Amenadiel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). Amenadiel casts Destructive Wave without expending a spell slot

Onslaught (Costs 3 Actions). Amenadiel makes 2 melee attacks with his Crusader (Longsword). If they both hit, the target must make a DC 24 Constitution saving throw or be blinded. This blindness lasts until removed.

Monster Tags: Angel

BatedStingray58

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