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.
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.
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