Medium Celestial, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 1250 (16d10 + 112)
Speed 80 ft.
STR
15 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws CON +7, CHA +8
Skills Perception +11
Damage Resistances Radiant
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision, Passive Perception 18
Languages All, Common, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Divine Awareness. Waneta knows if she hears a lie.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar 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, flame strike, raise dead

1/day each: commune, control weather, insect plague

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

Actions

Multiattack. Waneta makes two melee attacks.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (2d8) slashing poison [rollable](2d10);

Dagger of Venom. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 [rollable](2d4 + 1); [rollable](2d10)

Legendary Actions

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

Disjoin (Cost 1 Actions). Waneta starts to tear at her seems as a small smoke cloud appears. When it dissipates there are 5 Waneta's. Go to Waneta Dupe sheet. 

Rejoin (Cost 1 Actions). When a Waneta Dupe touches another Waneta they converge into one being again. 

Poison Dagger (Cost 2 Actions). Waneta creates a poison dagger that deals 1d10 damage and give the player the poisoned condition. 

Smell That? That's Justice (Cost 3 Actions). You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitutions saving throw or take 2d10 poison damage and become stunned until the start of its next turn. 
     A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses thee cloud after 1 round. 

Monster Tags: Angel

LonelyWhiskey

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