Huge Celestial (Angel), Neutral Good
Armor Class 23 Plate armor
Hit Points 1400 (20d12)
Speed 20 ft.
STR
18 (+4)
DEX
18 (+4)
CON
19 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +12, WIS +13
Skills Religion +17
Damage Vulnerabilities Force
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Petrified
Senses Unknown, Passive Perception 18
Languages Celestial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day): If the angel fails a saving throw, it can choose to succeed instead. If this happens, all enemies up to a distance of 30 feet are healed by 20 HP.

Spellcasting. The angel is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +5 to hit with spell attacks). The angel has the following paladin spells prepared:

1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison

Lay on hands: The angel will channel divine healing directly from the Godess for one turn. If not stopped, he will heal himself or another target for a total of 900 HP. 
The angel can use this ability 3 times per battle, but will lose the channeled charge if the ability is not concluded.

Latch the aggressors. The angel can summon a whip made of roots from the ground and bring any creatures up to 100 feet to a distance of 1m as a free action. The angel can only latch creatures that he can see. The angel cannot use this action if the target did not make an attack against any opponent the last turn.

Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.

Overlyaggressive Defender: If the angel is attacked on his hands for 3 turns in a row, he drops  his shield and loses his ability named: Defensive Maneuvers, and his AC will drop to 20. He will also start attacking a total of 5 times per turn and will stop channeling lay on hands. His maximum number of Legendary actions also increases to 5.

Actions

Action Name. Enter the description for your action.

Multiattack: The angel attacks 3 times one target, or attacks once with its sickle.

Action Melee Attack. Melee Weapon Attack: (Spear) +14 to hit, reach 3 ft., 1 target. Hit: 2d8+7  [piercing] damage. Any affected enemy will be slowed upon taking damage.

Action Melee Attack. Melee Weapon Attack: (Sickle) +13 to hit, reach 3 ft., up to 5 targets. Hit: 3d8+7  [piercing] damage. Any affected enemy will be slowed upon taking  damage.

Turn Unholy. Each fiend, evil creature, evil character or undead that can see or hear the angel within 30 feet of it must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the angel's Turn Unholy for the next 24 hours.

Bonus Actions

Divine Smite. As a bonus action, the angel can expend a spell slot to cause its melee weapon attacks to magically deal an extra 38 (5d12) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d12 for each level above 1st. This ability can only be used in the creature that dealt the most damage on him the previous turn, and before his action.

Overgrowth. As a bonus action, the angel can freely create roots that will shackle a creature that used any kind of healing spell the previous turn or in the same turn but acted before the angel. The target must make a Dexterity saving throw (CD 15) or a strenght saving throw (CD 13) to try to escape from the vines, or he will be unable to move for 3 turns. The target can try to escape using his move action every beginning of his turn.

Reactions

Defensive maneuvre. Any attack made against the protected target while Chauntea's Guardian is 3m within distance of her protected target will increase the target's AC by +10. The Angel can use this ability an unilimited times per turn.

Pollen cloud. The angel can react to any attack made against the protected target while Chauntea's Guardian is 3m within distance of her protected target with a pollen cloud that obscures vision of everyone that is inside or outside for 1 turn. The cloud has 10 feet or radius.

Legendary Actions

The angel can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Release seeds (Costs 1 Actions). The angel can spend one legendary action to grow a small seedling in a random square within 30 feet whenever he is attacked. The seedling will take one turn to grow, but once grown, it will automatically cast counterspell from any target, which can include the angel, up to a distance of 50 feet, and it can do it 3 times. The seedling has 10 HP and 9 Ca and is vunerable to fire. 

Wind blast (Costs 1 Actions). The angel can react to an attack that deals more than 100 points of damage with a violent wind blast. Every non-plant target within 70 feet has to make a Constitution saving throw or be blasted for 23 force damage and be pushed 20 feet.

Spiked thorns (Costs 1 Actions). The angel can react to an attack creating an area of effect fixed in a place, with 3m of radius. Spiked thorns will grow in the area, atuomatically damaging any targets inside it for 3 piercing damage in the first turn, 24 piercing damage the second turn and 42 piercing damage the third turn, after which, it will wither and die.

 

Description

Chauntea's Guardian is her main bastion of defense. With a shining armor, and the weapons chosen by the Goddess herself, this angel is capable of protecting and counterattacking creatures using the wisdom of the soil. It is always daylight where the angel stands, so he barely appears for long periods of time on Faerun, to avoid unbalancing the day/night cycle.

Lair and Lair Actions

This monstyer does not have a lair, nor does he need one.

Monster Tags: Angel

Winteroath

Comments

Posts Quoted:
Reply
Clear All Quotes