Medium Celestial, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +9, CHA +9
Skills Insight +9, Intimidation +9, Perception +9
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Afflicted Weapons. The celestial's weapon attacks are magical. When the celestial hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).

Innate Spellcasting. The celestial's spellcasting ability is Charisma (spell save DC 17). The celestial can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: dominate person, raise dead

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

Actions

Multiattack. The celestial makes two melee attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage plus 18 (4d8) necrotic damage. Due to the affliction, the celestial is unable to make a two-handed attack.

Withering Touch (3/Day). The celestial touches another creature. The target must make a DC 17 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Grappling Slam. The celestial maintains a modicum of the flight it used to have and now uses its new appendages to its advantage. The celestial makes two grabs for any small or medium targets within 10 feet, flies up 20 feet, and drops the targets in any space within 5 -feet of the target's original location. Alternatively, on a successful grapple, the celestial can choose to not drop the target. The celestial may only have two targets grappled at any one time.

The target must make a successful DC 17 Strength saving throw or be restrained by the celestial. If the celestial slams a target as part of this attack, the target takes Hit: 12 (4d6) bludgeoning damage, is knocked prone and is no longer [condition]restrained[/restrained].

A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check.

Monster Tags: Angelfiend

Xcalibur8001

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