Medium Construct (Warforged), Any Alignment
Armor Class 14 plate
Hit Points 19 (4d6 + 2)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Damage Resistances Necrotic, Poison
Senses Passive Perception 16
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Arch Angel Resilience. The Arch Angel has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Martial Advantage. Once per turn, the Arch Angel  blaster can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Arch Angel  that isn't incapacitated

Wand Sheath. The Arch Angel  blaster is equipped with a sheath. Their blaster cannot be disarmed and the respective hand remains free while attacking with the blaster.

Actions

 

Multiattack. The Arch Angel makes two blaster attacks.

Blast Wand. Ranged Weapon Attack:+5 to hit, range 50/150 ft., one target. Hit: 6 (1d4 + 3) force damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

 

Description

The Arch Angel Blasters are cybernetic androids, specialized in ranged fighting in incursions. The Arch Angels were created to maintain the peace after "The Great Die Off" began.  In the aftermath, after almost all of humanity disappeared, they struggle to understand their place in the world.

The Arch Angels continue to patrol their assigned territories, even when little to no human life exists within their regions. They have a generally positive relationship with The Cloisters, providing assistance to roving Rangers on resource collection missions, or supporting an individual Cloister in the rare incursion.

JoeyCashmere

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