Medium Celestial, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 140 (16d8 + 64)
Speed 30 ft., Fly 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +8, CHA +8
Skills Insight +9, Perception +9
Damage Resistances Radiant
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spell block When a creature attacks an Akmier with a spell the creature will take d6 damage.

Wing beat The Akmier beats it's gray wings and everyone that is in a radius of 10 ft from the Akmier is thrown back 10 ft, if a creature that was thrown backwards hits a wall or any solid that blocks it from going back farther will take 2d6 damage.

Actions

Multiattack An Akmier makes to Obsidian Smasher attacks.

Obsidian Smasher an Akmier attacks you with an Obsidian club which is+str+Dex to hit, when it hits a creature the creature takes 2d10 damage and on the creature the was hits turn takes an extra 1d6 damage.

 

Bonus Actions

As a bonus action can bump up it's AC by 2 but can only do this once every battle.

Also it can fly up to 20 ft as a bonus action.

Reactions

If a creature attempts to stun or poison an Akmier it can use it's reaction so that it won't be stunned or poisoned.

Description

A human that has glowing white eyes and grayish wings disend from the heavens, made from the Gods to even out good and evil in this world.

Lair and Lair Actions

Akmiers like to live in mountains, forests, and deserts.

Monster Tags: Angel

Fangs22

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