Large Celestial (Angel), Chaotic Neutral
Armor Class 22 (natural armor, 25 with the Wand of Orcus)
Hit Points 580 (40d10 + 360)
Speed 50 ft., fly 150 ft.
STR
26 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
22 (+6)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws CON +18, INT +15, WIS +16, CHA +19
Skills Perception +14
Damage Resistances Cold, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Equipment. Eclipse is attuned to the Eye of Vecna and Hand of Vecna and wields the Wand of Orcus.

Corrupted Angelic Weapons. Eclipse's weapon attacks are magical. When Eclipse hits with any weapon, the weapon deals an extra 4d12 necrotic damage (included in the attack).

Divine Awareness. Eclipse knows if she hears a lie.

Innate Spellcasting. Eclipse's spellcasting ability is Charisma (spell save DC 27). she can innately cast the following spells, requiring no material components:

At will: animate dead, darkness, detect evil and good, dispel magic, invisibility (self only), moonbeam, shield

3/day each: blade barrier, circle of death, danse macabre, dispel evil and good, resurrection, spirit guardians

1/day each: Abi-Dalzim's horrid wilting, commune, control weather, mass heal, soul cage, sunburst

Legendary Resistance (5/day). If Eclipse fails a saving throw, she can choose to succeed instead.

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

Marshal Undead. Unless Eclipse is incapacitated, any undead of her choice within 120 feet of her has advantage on any saving throw against features that turn undead.

Actions

Multiattack. Eclipse makes three melee weapon attacks or two attacks with her Slaying Longbow and casts one spell. She can replace one of these attacks with her Draining Touch or Healing Touch.

Longsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 26 (4d12) necrotic damage + 9 (2d8) cold damage.

Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 26 (4d12) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Wand of Orcus. Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit: 18 (2d6+11) bludgeoning damage plus 39 (6d12) necrotic damage plus 9 (2d8) cold damage.

Draining Touch (Recharge 5–6). Eclipse touches one creature within 5 feet of her. The target must succeed on a DC 27 Constitution saving throw or take 52 (8d12) necrotic damage and lose the highest-level spell slot it still has available. Eclipse regains hit points equal to the damage dealt and one of her artifacts regains charges equal to the spell slot's level.

Healing Touch (4/Day). Eclipse touches another creature within 5 feet of her. The target magically regains 52 (8d12) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Flying Sword. Eclipse releases her longsword to hover magically in an unoccupied space within 5 feet of her. On the turn she releases her sword and on each subsequent turn, If Eclipse can see the sword, she can mentally command it to fly up to 50 feet and either make one attack against a target or return to Eclipse's hands. If the hovering sword is targeted by any effect, Eclipse is considered to be holding it. The hovering sword falls if Eclipse dies.

Reactions

Consume Magic. When Eclipse is targeted by a spell or included in a spell's area of effect, she can use her reaction to consume the spell's magic. If the spell is of 5th level or lower, it fails automatically. If the spell is of a higher level, Eclipse must succeed on a Charisma check with a DC equal to 10 plus the spell's level to consume its magic. When she successfully consumes a spell's magic, Eclipse gains temporary hit points equal to ten times the spell's level.

Dominate Undead. When an undead creature that is not under Eclipse's command makes an attack against her or casts a spell that targets her or includes her in its area of effect, Eclipse can force that undead to make a DC 27 WIsdom saving throw. On a failure, the undead's attack or spell fails and it is under Eclipse's command for 1 hour.

Legendary Actions

Eclipse can take 5 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. Eclipse regains spent legendary actions at the start of her turn.

Teleport. Eclipse magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Moon's Guiding Darkness. Eclipse targets one creature she can see within 120 feet of her. That creature must make a DC 27 Dexterity saving throw. On a failure, it becomes outlined in silvery light at first, and then darkness overcomes it. Until the end of her next turn, Eclipse has advantage on attack rolls against that creature, and that creature cannot benefit from resistance to necrotic damage.

Artifacts of Necromancy (Costs 2 Actions). Eclipse casts a spell from the Hand or Eye of Vecna or from the Wand of Orcus.

Sweeping Attack. (Costs 2 Actions). Eclipse moves up to her speed without provoking opportunity attacks and makes one weapon attack.

Radiance of Corruption (Costs 3 Actions, Recharge 5–6). Eclipse emits magical, divine energy in the form of silvery moonlight infused with dark, corrupted essence from Vecna and Orcus. Each non-undead creature of her choice in a 30-foot radius must make a DC 27 Wisdom saving throw,. On a failure, it takes 26 (4d12) radiant damage and 52 (8d12) necrotic damage and is frightened of Eclipse until the end of its next turn. On a success, it takes half as much damage without any other effects.
In addition, any undead creature of Eclipse's choice within the area regains up to 52 (8d12) hitpoints.

Description

An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Immortal Nature. An angel doesn't require food, drink, or sleep.

Solar. A solar is godlike in its glory and power.
On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

The Profane Angel

Eclipse is, or rather was, one of the few known solars, serving Selune, the goddess of the moon - until, in a sacrificial attempt, she took the Eye of Vecna and Hand of Vecna with her, but was unable to resist the dark, corruptive magic of these artifacts. Attuned to them, Vecna started to gain more and more influence over Eclipse and attempted to corrupt her radiant, holy magic. A struggle ensued, with her sometimes appearing black-winged, surrounded by a necrotic aura, and sometimes with pure, white wings and an aura of purity and holiness.

Maybe she would have been able to shake off Vecna's influence eventually, if she hadn't found the Wand of Orcus soon later. Under the influence of Vecna, once an arch-lich, she of course could not resist the chance to gain the power to summon and control incredibly powerful undead.

And so, Eclipse fell further into darkness, corrupted and torn between Orcus and Vecna, between three mighty artifacts that all want her to commit to the darkness, to the undead, and her own angelic spark and duties as a powerful solar...

Lair and Lair Actions

Since she fell under the influence of Vecna and Orcus, Eclipse left Mount Celestia and searched out a lair on the material plane, as the struggle between light and darkness within her continued. While the darkness has control of her, she seeks to grow in power, performs dark rituals and attempts to localize other artifacts such as the Book of Vile Darkness. Maybe she even plans to bring Vecna or Orcus himself to the material plane?

On initiative count 20 (losing initiative ties), Eclipse can take one of the following lair actions; Eclipse can't take the same lair action two rounds in a row:

  • Rally Undead. Each undead creature of her choice within 60 feet of her gains 26 (4d12) temporary hit points and can use its reaction to either move up to its speed or to make one melee weapon attack.
  • Glyph of Darkness. On a solid surface within 120 feet of Eclipse a glowing glyph appears. That glyph works like a symbol spell (save DC 23), Eclipse chan choose the glyph's effect. Eclipse herself and any undead under her control are unaffected by this glyph.
  • Tether Essence. Eclipse targets one creature she can see within 60 feet o fher. A crackling cord of negative energy tethers Eclipse to the target. Whenever Eclipse takes damage, the target must make a DC 23 Constitution saving throw. On a failed save, Eclipse takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Eclipse or the target is no longer in Eclipse's lair. In addition, if the target dies while this tether persists, it rises as a wraith under Eclipse's control at the start of its next turn.
  • Shadow Flare. In a desperate attempt to shake off the evil influence, Eclipse fills her lair with bright, silvery divine light, only for the darkness to rebuke violently. Each creature in her lair, except for undead under her control, must make a DC 23 Constitution saving throw. On a failure, it takes 26 (4d12) radiant damage and is [¢ondition]blinded[/condition] until the end of its next turn. On a success, it takes half as much damage and is not blinded. Then, the light fades away and 4d4 shadows under Eclipse's control appear in random spaces throughout the lair.

Monster Tags: Angel

Semako

Comments

Posts Quoted:
Reply
Clear All Quotes