Medium Celestial, Lawful Neutral
Armor Class 16 (plate)
Hit Points 175 (18d10 + 51)
Speed 40 ft., Fly 120 ft.
STR
21 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
15 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws CON +7, WIS +9, CHA +8
Skills Perception +11
Damage Resistances Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 16
Languages All, Telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 Indomitable (2/day). A beam of pure light from on high envelops Arthel as he instead succeeds a failed saving throw. 

Judged Worthy (Recharge: 5-6 on a d6). Arthel's sword glows with heavenly confirmation and explodes into light on first impact, dealing 4d6 +6 radiant damage. The creature must make a strength saving throw or be pushed back 10 feet and knocked prone. 

shield of faith (1/day) (Concentration) - An orb of pure light emanates from Arthel's armor, giving him an AC of 23. [Constitution saving throw]

Actions

Multiattack. Arthel makes two melee attacks and one ranged attack.

Greatsword. Melee Weapon Attack: +10 to hit, 2d10+6, reach 5 ft., one target. radiant damage. 

Radiant Hammer. Ranged melee attack. +8 (1d8 + 3)

Bonus Actions

Purge: if someone is marked, he can absorb the mark for 10HP (has to be a light while he's >50HP and dark while he's <50HP). 

Reactions

Repulse - if two or more characters are around Arthel at the end of a player's turn, he can push them all back 30 feet. 

Retribution (2/day) - when hit by a ranged attack, half of the damage is reflected at the user. 

Riven Soul - when damaged by radiant damage, Arthel can respond by emitting an orb of pure darkness in a 15 foot radius dealing 2d6 + 2 damage to all in the sphere (dex save 13). 

Legendary Actions

 LEGENDARY ACTION (2/round): 

Radiant Arrow - from the sky rains down a heavenly arrow,  - 8 dmg if hits

 

Mythic Actions

VILLAIN ACTIONS

(Round 1) Light and Dark - each character rolls a D4; 1 or 2 mark them light, 3 or 4 mark them dark [beginning]

(Round 2) Bow down -- every character rolls another D4 -- 1 or 2 marks them light, 3 or 4 marks them dark (they will offset if one dark, one light); they must succeed on a wisdom saving throw (13) or be knocked prone 

(Round 3) Consider Yourselves Judged! -- Radiant light from Erathis herself radiates around each player, dealing 4d8 radiant damage (+ 4 for each mark) on a 13 dex save

(Half health) Cracks in Arthel's armor and cuts on his body reveal how even his body has been corrupted. He now begins to dim and darken with ink-like blood oozing out of his wounds. His sword will turn dark and he will be able to absorb - as a bonus action - the dark shrouds. 

Description

So, you've chosen. But unfortunately for you....... you've chosen wrong. 'Tis a shame that your first mistake... will also be your last. Come! Let us put our ideals to the test through blood and metal!

Lair and Lair Actions

LAIR ACTIONS

(Round 1) Portals open, dark and light, that can be used by whoever has a corresponding mark

(Round 2) The angel statues place their shields around Arthel

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2021 4:08:09 AM
3
1
5
Coming Soon

Monster Tags: Angel

PTourT

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