Large Celestial (Angel), Lawful Good
Armor Class 21 (natural armor)
Hit Points 283 (18d10 + 154)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +14, WIS +15, CHA +17
Skills Perception +14
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 300 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Angelic Weaponry. The Angel's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Cécile's Awareness. The Angel knows if it hears a lie.

Innate Spellcasting. The Angel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

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

3/day each: blade barrier, dispel evil and good, resurrection, daylight

1/day each: commune, control weather

Blessing of Resistance. The Angel has advantage on saving throws against spells and other magical effects. It also has resistance to non-magical Bludgeoning, Piercing & Slashing damage. In addition, the Angel is considered to always be under the effect of the protection from evil and good spell.

Actions

Multiattack. The solar makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Arrow of Smiting. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 24 (5d6 + 8) radiant damage plus 7 (2d8) lightning damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

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

The Folly of Mortals. Once per turn, the Angel can use it's Reaction to force an attack to miss if it were to hit, regardless of modifiers.

Legendary Actions

The Angel 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 Angel regains spent legendary actions at the start of its turn.

Teleport. The Angel 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). The Angel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Gaze of Purity (Costs 2 Actions).  The Angel can attempt to channel the Divine Essence of the Saintess to expunge the intruders from those they see. When an enemy or friendly creature within 60 ft. and not behind total cover is possessed by a creature, the Angel can summon upon their Goddess to expunge the being from within. The creature within must succeed a DC 28 Wisdom saving throw. On a success, it if forced into its original form outside of the host's body. On a failure, the creature is forced outside the body, but also takes 150 (15d10+35) Radiant Damage. If the creature dies in this manner it is unable to be revived short of the wish.

Light of Cécile (Costs 3 Actions/Recharge on 5,6). The Angel explodes in Divine Light, sacrificing its own power to ensure the destruction of the enemies of the Saintess. The Angel takes 32 (4d10 +15) damage, and all creatures within 60 ft must succeed a DC 27 CHA save, taking 124 (12d10 +45) Radiant Damage or Lightning damage (Angel Chooses), or half as much on a successful save.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2021 4:29:41 PM
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Monster Tags: Angel

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