Huge Celestial (Angel), Lawful Good
Armor Class 21 Natural armor
Hit Points 325 (26d12 + 156)
Speed 40 ft., Fly 120 ft.
STR
22 (+6)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +12, CON +12, WIS +12
Skills Athletics +12, Insight +18, Perception +18, Religion +18
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 28
Languages All, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Archon Palantýr fails a saving throw, he can choose to succeed instead.

Magic Resistance. Archon Palantýr has advantage on saving throws against spells and other magical effects.

Angelic Weapons. Archon Palantýr's weapon attacks are magical. All of his attacks and damage rolls have a +1 bonus. When he hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Banish the Tresspassers. All radiant damage dealt by Archon Palantýr is doubled against creatures who unlawfully trespass on the grounds of Justice in Shadows.

You have bested me. When Archon Palantýr has less than 60 health left, and none of the creatures he is fighting are trespassing on the grounds of Justice in Shadows, he yields and lets his enemies enter the hidden sanctum.

Divine Awareness. Palantýr knows if he hears a lie.

Actions

Multiattack. Archon Palantýr makes two melee attacks.

Angelic Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 21 (4d6 + 7) slashing damage plus 13 (3d8) radiant damage.

Pommel Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 12 (2d4 + 7) slashing damage plus 13 (3d8) radiant damage.

Healing Touch (4/Day). Archon Palantýr touches another creature. The target magically regains 33 (6d8 + 6) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Seal Magic (3/Day). If a creature casts a spell that requires Concentration and Palantýr can see it, he can use his reaction to force the creature to make a DC 22  Wisdom saving throw. On a failed save, the spell's effect ends immediately and the caster can not use that spell again for 1 minute.

Legendary Actions

Archon Palantýr 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. Archon Palantýr regains spent legendary actions at the start of his turn.

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

Pommel Strike. Archon Palantýr uses his Pommel Strike action.

Divine Retribution (Costs 2 Actions). Archon Palantýr conjures a radiant image of his sword, floating above a creature's head. Starting next round, on initiative count 0, the sword falls down, forcing any creature right below it to make a DC 22 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save and half on a succesful one.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 9:35:54 PM
7
0
1
Coming Soon
4/27/2021 9:40:02 PM
5
0
1.5
Coming Soon
Throrface

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