Large Celestial (Paladin), Lawful Good
Armor Class 20 (Plate, Shield)
Hit Points 199 (19d10 + 95)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +6, WIS +9, CHA +12
Skills Athletics +11, Perception +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. The celestial defenders weapon attacks are magical, and deal an extra 4d8 radiant damage included in the attack.

Divine Awareness. The celestial defender knows if it hears a lie.

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

Special Equipment. The celestial defender has the following magic items: adamantine armor, defender, sentinel shield

Spellcasting. The celestial defender is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The celestial defender has following paladin spells prepared:  

1st level (4 slots): guiding bolt, heroism, searing smite

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): haste, protection from energy

4th level (3 slots): banishment, staggering smite

5th level (2 slots): destructive wave (radiant), flame strike

 

Actions

Multiattack. The celestial defender makes three defender longsword attacks.

Defender Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 14 (1d10 + 8) slashing damage if used with two hands, plus 18 (4d8) radiant damage.

Radiant Orb (1/Day). The celestial defender hurls an orb of pure holy fire to a point it can see within 120 feet of it. The orb then explodes in a 20-foot radius centered on the area, and creatures within the area must succeed on a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (3/Day). The defender touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Parry. The celestial defender adds 6 to its AC against one melee attack that would hit it. To do so, the celestial defender must see the attacker and be wielding a melee weapon.

Description

Immortal Nature. The celestial defender doesn't require food, air or drink, and doesn't need to sleep. Additionally it is immune to disease.

A celestial defender serves as the antithesis to a Death Knight, wielding the same power but in a more holy light.

GhostPotate

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