Large Celestial (Angel), Lawful Good
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Intimidation +18, Perception +16
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Divine Awareness. Azaria knows if it hears a lie.

Sword of Azaria. Made from her own feathers, Azaria wields her artifact weapon simply named "The Sword of Azaria". This weapon was made to slay the most foul of fiends in all the planes. The sword changes size with Azaria when she casts Alter Self

Holy Light. Azaria's sword sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. Fiends within this light have disadvantage on all attack rolls.

Angelic Weapons. Azaria 's weapon attacks are magical. When the Azaria hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).

Ascension. When Azaria casts plane shift to teleport herself to Mount Celestia, all evil creatures within a 30-foot radius of her who have 100 hit points or fewer, must succeed a DC 26 Constitution saving throw, or be disintegrated in a pillar of holy light.

Innate Spellcasting. Azaria's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing her appearance), detect evil and good, invisibility (self only), wall of light, blinding smite, guiding bolt (3rd level only)

3/day each: blade barrier, dispel evil and good, plane shift

1/day each:commune, control weather, gate, sunburst

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

Legendary Resistance (3/day). If Azaria fails a saving throw, she can choose to succeed instead.

Lightborn. Unless she is slain on the plane of Mount Celestia, Azaria's body vanishes in a burst of blinding light before reforming on her home plane 1d6 + 1 days later, leaving her equipment behind. All who see this burst of light must succeed on a DC 26 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. Evil aligned creatures have disadvantage on this saving throw.

Shard of The Celestial Empire. The celestial steel used to forge the Sword of Azaria was infused with one of her feathers. When casting the plane shift spell, Azaria may teleport directly to her sword

Actions

Multiattack. Azaria attacks three times with her Sword. She can substitute Healing Touch for one sword attack or one Celestial Smite for a sword attack, but not both.

Sword of Azaria. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) slashing damage plus 36 (8d8) radiant damage. An evil creature struck by this weapon must succeed a DC 21 Constitution saving throw or be blinded until the end of its next turn.

Celestial Smite. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 36 (8d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 26 Constitution saving throw or die. A creature killed by this attack is disintegrated.

Healing Touch (4/Day). Azaria touches another creature. The target magically regains 70 hit points and is freed from any curse, disease, poison, blindness, or deafness. This spell has no effects on constructs and does 70 points of Radiant Damage to Undead and Fiends.

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

Legendary Actions

Azaria 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. Azaria regains spent legendary actions at the start of her turn.

Cast a Spell (Costs 2 Actions). Azaria casts one of her at will spells.

Blinding Gaze (Costs 2 Actions). Azaria turns her magical gaze toward one creature she can see within 120 feet of her and commands it to be visionless. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) radiant damage.

Teleport. Azaria uses her Teleport action.

Description

A mighty angel of the Celestial Bureaucracy, Azaria is the pride and anvil of the High Heavens in that watch over several material planes. The one she spends most time observing is Terra, where she waits for two of her mortal enemies to arrive at any given moment.

One of the mortal enemies is the Demon Lord Hidoi, Patron Sadist of Decay and Fire. He has many cults and followers across the plane of Terra and when he appears on the material plane Azaria is alerted. Hidoi leaves a trail of dead slaves, ruined kingdoms, corrupted powerful warriors and spell casters, in his wake. Subtlety was never his way and Hidoi welcomes any challenge, especially from his old enemy. Azaria would fight Hidoi for all eternity if it meant he would never be able to disrupt the balance of the world of Terra again. 

The second, arguably more cunning and patient, mortal enemy is Tiberius The Lord of Everlasting Life. A former Archangel, Tiberius fell and became the first vampire of Terra. He almost achieved godhood if not for the efforts of warriors from all across Terra working together to bind him and imprison him deep within the core of the world. There he waits until all the pieces of his blades are placed together and the messiah of undeath brings him whole. When individuals speak his name they have a chance to burst into flames of unholy radiance. Any vampires that speak his name fail the save automatically and are turned to ash. Though his name has been lost to time and now he is revered as a god amongst men. Many millennia have gone by and nobody remembers the terror he brought, only the life everlasting.

All in all Azaria is a force to be reckoned with and has a small battalion of angels that would battle with her. Angels of all pantheons have heard her name and her exploits. Many angels would fight alongside her if given the opportunity, and she would gladly accept their aide so long as they can hold their own. She has no room for weakness in her ranks as the evil of the multiverse will have no mercy.

In order to enter Terra Azaria must get approval from the Celestial Bureaucracy, upon approval she will search for worthy warriors of the material plane. In doing so she hopes to find individuals who, in death, can become powerful allies. She has no mercy for the wicked, and she has no room for tainted souls in her army. 

Itchywenus

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