Large Celestial, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 580 (38d20 + 200)
Speed 45 ft., fly 30 ft.
STR
22 (+6)
DEX
20 (+5)
CON
21 (+5)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +15, DEX +14, CON +14, INT +16, WIS +17, CHA +18
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Radiant
Senses Blindsight 120 ft. (blind beyond this radius), Tremorsense 120 ft., Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 1,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Blood Frenzy. Uriel has advantage on melee attack rolls against any creature that doesn't have all its hit points. 

Divine Being. Uriel can’t be surprised and can’t be changed into another form against his will. He cannot be banished to another realm against his will.

Divine Resurrection. When Uriel drops to 0 hit points, his host's body dies and his ethereal form is released into the world to find another host or non-living vessel.

Divine Healing. At the beginning of Uriel's turn, if he has at least 1 hit point, he gains 20 temporary hit points.

Flaming Aura. So long as Uriel has at least 1 hit point, each creature within 10 feet of him takes 5 radiant damage at the start of each of her turns.

Healing Flames. When hit with fire damage, Uriel absorbs the flames. He heals the fire damage dealt.

Innate Spellcasting. Uriel's innate spellcasting ability is Charisma (spell save DC 21, +15 to hit with spell attacks). Uriel can innately cast the following spells, requiring no material components or spell slots:

2/day: compelled duel

1/day each: daylight, fireball (as a 6th-level spell)

Spellcasting. Uriel is an 20th-level spellcaster.

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (6 slots): detect magic, identify, mage armor*, magic missile

2nd level (5 slots): detect thoughts, mirror image, misty step

3rd level (5 slots): counterspell, lightning bolt

4th level (5 slots): banishment, fire shield, stoneskin*

5th level (5 slots): cone of cold, scrying, wall of forceflame strike

6th level (1 slot): globe of invulnerability

7th level (2 slot): teleport

8th level (2 slot): power word stun

9th level (1 slot): time stop

Legendary Resistance (1/Day in This Form). If Uriel fails a saving throw, he can choose to succeed instead.

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

Unusual Nature. Uriel doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Uriel uses Uriel's Blade twice and Battlefield Inspiration, or use Ootaf's weapons (at half damage), or takes one spell attack. 

Uriel's Blade. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 8) slashing damage, plus 21 (4d8 + 5) fire damage. If the target is within 5 feet of any of Uriel's allies, the target takes an extra 2 (1d4) fire damage.

Ootaf's Weapons. Uriel may use any of Ootaf's weapons. 

Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel’s next turn, each target can add a d4 to its attack rolls and saving throws.

Bonus Actions

As a bonus action, Uriel can summon a minor angel to fight with him. 

Reactions

When attacked with a melee attack, Uriel releases a burst of energy dealing 3 damage to the creature that attacked him. 

Legendary Actions

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

Chain Lightning (Costs 1 Action). Uriel casts chain lightning.

Summon Swarm (Costs 2 Action). Uriel raises his arms and summons a swarm of hellish wasps that cover a 10ft radius.

Intensify Aura (Costs 2 Actions). Uriel’s Flaming Aura deals an extra 10 fire damage until the end of his next turn.

Blinding Gleam (Costs 2 Actions). Uriel’s form flares with a blue light. Each creature that can see Uriel and is within 10 feet of her must succeed on a DC 17 Wisdom saving throw or be blinded by Uriel’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Uriel has begun to take over the body of Ootaf Brimstar. The transformation begins slow with Ootaf refusing to give up Uriel's Blade. Soon enough, he begins to grow more and more angry and hostile to outsiders of the guardians, then eventually, toward the Guardians themselves. Once Uriel takes complete control, both Ootaf and Zedris are pushed from Ootaf's mind. 

Uriel keeps all of Ootaf's weapons and armor and may use them accordingly, however he has no access to Zedris's abilities. 

AllTimeFlow

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