Medium Celestial (Angel), Lawful Good
Armor Class 24 Natural Armor
Hit Points 350 (25d8 + 175)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
24 (+7)
CON
25 (+7)
INT
17 (+3)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +16, CON +16, WIS +19, CHA +19
Skills Insight +14, Perception +14
Damage Resistances Necrotic, Radiant
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision, Truesight 120 ft., Passive Perception 24
Languages all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Heart of the Divine (Mythic Trait; Recharges after a Short or a Long Rest. When Archangel Michael is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 175 hit points in a burst of bright light. All creatures within a 30-foot-radius sphere centered on Archangel Michael must make a Constitution saving throw. On a failed save, a creature is blinded for one minute. A blinded creature can repeat the saves at the start of their turn until a successful save or a minute passes.

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

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

Angelic Weapons. Archangel Michael's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Innate Spellcasting. The Archangel Michael's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:

At will: detect thoughts, true seeing

3/day each: dispel evil and good, resurrection, holy aura

Actions

Multiattack. Archangel Michael makes three longsword attacks.

Makrý Spathí. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage. 

Healing Touch (4/Day). Archangel Michael touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Scale of Judgement (Recharge 5–6). Archangel Michael presents his scale to those that stand before him, judging their worthiness. The scale shines in bright light for a 30-foot-radius sphere of light spreads from the scale as the center point. The sphere is bright light and sheds dim light for an additional 30-feet. If any of this light overlaps with an area of darkness created by a spell, the spell that created the darkness is dispelled. Furthermore, each creature of Archangel Michael's choice within the area that the light touches must make a DC 26 Constitution saving throw, taking 91 (26d6) radiant damage on a failed save, or half as much damage on a successful one. Additionally, a creature that failed the save is blinded for one round.

Reactions

Celestial Shield. Once per round as a reaction, Archangel Michael can add 10 to his AC by creating a barrier of radiant force that appears and protects him against an attack or spell.

Divine Thrall. When Archangel Michael is hit by an attack, one creature within 5 feet of Archangel Michael that is charmed by him must use its reaction to be hit by the attack instead.

Legendary Actions

Archangel 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. Archangel Michael regains spent legendary actions at the start of his turn.

Bolster. Archangel Michael bolsters all nonhostile creatures within 120 feet of it until the end of his next turn. Bolstered creatures can’t be charmed  or frightened, and they gain advantage on ability checks and saving throws until the end of Archangel Michael's next turn.

Divine Strike (Costs 2 Actions). Archangel Michael flies up in the air (maximum 150 feet) and targets an area by throwing his sword within 150 feet of him. Archangel Michael magically teleports to his sword, emitting magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 24 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Charming Presence (Costs 3 Actions). Archangel Michael targets up to five creatures he can see within 30 feet of him. Each target must succeed on a DC 25 Wisdom saving throw or be charmed of him for one round. Any target within 5 feet of Archangel Michael has disadvantage on the saving throw.

Mythic Actions

If Archangel Michael's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Heart of the Divine.

Rebuke. Archangel Michael makes two attacks with Makrý Spathí.

Scale of Judgement (Costs 2 Actions). Archangel Michael recharges Scale of Judgement and uses it. 

Aktinovolía (Costs 3 Actions). Each creature charmed or blinded by Archangel Michael must succeed on a DC 26 Constitution saving throw, or the creature takes 26 (4d12) radiant damage and any spell of 6th level or lower on it ends.

Description

Archangel Michael commanded the armies of Celestia against the seven hells during the War of Realm. He defeated the Demogorgon Prince of Demons during the legendary conflict. Michael is specifically referred to as "the archangel Michael" in many tales and books. Sanctuaries to Michael were built in the early times of the primordial beings when he was first seen as a healing angel. Over time his role became one of a protector and the leader of the army of Celestia against the forces of evil.

 

Monster Tags: Angel

MysteryOrange

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