Large Celestial (Angel), Lawful Good
Armor Class 23 Enchanted Golden Plate Armor
Hit Points 280 (25d10 + 150)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +18
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Divine Awareness. Michael knows if it hears a lie.

Innate Spellcasting. Michael's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells as level 9 spells, requiring no material components:

At will: detect evil and good, invisibility  (self only), sickening radiance, Destructive Wave

4/day each: blade barrier, dispel evil and good, resurrection, sunbeam, Crown of Stars, Sunburst

2/day each: commune, control weather

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

Legendary Resistance (3/Day). If Michael fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Michael makes three Spear attacks.

Spear of Slaying. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 10) slashing damage plus 35 (8d8) radiant damage. If a creature has 100 or less hp, it must succeed a DC 20 con save or die instantly.

Flying Spear. Michael releases its Spear to hover magically in an unoccupied space within 5 feet of it. If the Michael can see the sword, Michael can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Michael's hands. If the hovering sword is targeted by any effect, Michael is considered to be holding it. The hovering sword falls if Michael dies.

Legendary Actions

Michael 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. Michael regains spent legendary actions at the start of its turn.

Teleport (Costs 1 Action). Michael 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). Michael emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 25 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.

Blinding Gaze (Costs 3 Actions). Michael targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Description

Michael is the leader of the angels and enforces the gods will. He looks a lot like a Solar, with the difference that Michael has wings of light and his hair is blond.

He is vengeful and warrior-like and harbors a competitive spirit towards the angels of apocalypse, and feels that they are redundant, since he and his archangels would do a better job at delivering divine punishment.

Monster Tags: Angel

KitNorsk

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