Celestial Arsenal. The Angel of Empyreus’ weapon
attacks are magical. When it hits with any weapon,
the weapon deals an extra 27 (6d8) radiant damage
(included in the attack).
Authoritative Mien. The Angel of Empyreus can cast
the command spell at will (spell save DC 25).
Divine Awareness. The Angel of Empyreus knows if it
hears a lie.
Holy Aura. The Angel of Empyreus can project a 60-ft.
aura of holiness as a bonus action. The aura affects all
creatures within its area unless the Angel of Empyreus
chooses to exclude a creature from the effect. A creature
remains under the aura’s effect until it leaves the area,
dies, or when the Angel of Empyrean chooses a new aura
effect. Only one effect may be active at a time:
• Judgement. Creatures who start their turn in the
aura must succeed on a DC 25 Charisma saving throw.
On a failure, the creature gains a level of exhaustion as
intensified feelings of guilt, doubt, remorse, and self-
criticism overwhelm the affected creature. Creatures
who succeed on the saving throw are immune to the
effect for one hour.
Valor. Creatures who start their turn in the aura
gain 15 temporary hit points, cannot be charmed or
frightened, and have advantage on saving throws
against spells and other magical effects
Multiattack. The Angel of Empyreus can make three
attacks with its holy avenger.
Holy Avenger. Melee Weapon Attack: +24
to hit, reach 10 ft., one target. Hit: 23 (4d6+9) slashing damage plus
27 (6d8) radiant damage. If the target is a fiend or
undead, it takes an additional 22 (4d10) radiant damage.
Blazing Radiance (Recharge 5-6). The Angel of
Empyreus unleashes holy fire in a 60-foot cone. Each
creature in that area must succeed on a DC 25 Dexterity
saving throw or take 35 (10d6) fire and 35 (10d6) radiant
damage. Creatures take half damage on a success.
The Angel of Empyreus 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. The Angel of Empyreus
regains spent legendary actions at the start of its turn.
Fly. The Angel of Empyreus flies up to half its fly speed.
Sword. The Angel of Empyreus makes a holy
avenger attack.
Hurl Sword (2 actions). The Angel of Empyreus
hurls its sword in a 30-foot line that is 5-feet wide. Each
creature in that line must succeed on a DC 24 Dexterity
saving throw or take 23 (4d6+9) slashing damage plus
27 (6d8) radiant damage. The sword immediately returns
to its hand.
Recharge. The Angel of Empyreus recharges its
Blazing Radiance.
Description
“I am that which can cleanse temptation from the
land and restore it once more to divinity. What a weak
creature of flesh you are, blessed with free will and fickle
fancy. I will reveal your weakness, wretched mortal.”
A Celestial Commander. These valorous angels were
created to punish the wicked and ensure the sincerity of
the penitent. When Maligant called his heavenly hosts
in the war of the Four Divines, the angels marshalled
out with the other upper echelons under the command
of the Arch Seraph Empyreus. When Aurelia sacrificed
herself and revealed the madness of the war, the Angels
fought on, refusing to admit that they were part of a
calamitous tragedy, seeing surrender as tantamount to
blasphemy. With the zeal of a censorious bureaucratic
tyrant, they now wage a guerilla war with a piecemeal
retinue of veteran battle angels, zealots, fanatic paladins,
cohorts of penitent levies, and volunteer convert militia
auxiliaries as part of an anti-corruption peasant revolt in
the hinterland of Altenheim.
Fiendish Temptation. Each Angel keeps a copper
cage under a velveteen cover inside a lead box encased
in blessed orichalcum on a thick chain around its neck.
In the cage is a pathetic, impish fiend of Malikir, withered
like a raisin. The creature has an uncanny knack for teasing
out corruption, and compelling wicked behavior in
mortals. It only takes moments to get a confession once
a weak-willed mortal has revealed their true self in the
presence of the fiend.
A Corrupted Temperance. An Angel of Empyreus
uses its original orders as a pretext for further violence.
It will never surrender. Surrender is a trick of the enemy.
It must fulfill its purpose: to root out corruption and
sin, and it will do anything to find sin in mortal hearts.
The imp claims to put mortals to the test, and the Angel
knows what it is doing. It won’t kill the imp, as using the
imp reveals the innate corruption in mortal souls.
Lore
DC 10 Intelligence (Religion): The Arch Seraphs are
attended by mighty angels who act as their lieutenants
and execute the divine remnants’ orders.
DC 15 Intelligence (History): Empyreus went into
battle surrounded by an honor guard of fearsome
celestials honed by aeons of divine war. Many of them
remained at Empyreus’ side at the end of the Four
Divines’ War, but not all remained loyal.
DC 20 Intelligence (History): Peasant revolts and reli-
gious zealotry are on the rise in the Altenheim hinterland.
Most say it’s the usual grievances, but some whisper that
a commander of the celestial hosts leads the revolt, and
its ranks swell by the day.
Salvage
The Angel of Empyreus wields a holy avenger. Upon its
death, its intelligence inhabits the sword. To attune to
it, a paladin character must agree to carry on the angel’s
mission to cleanse the land of immorality.
A cup of its blood can be made into a potion of supreme
healing with a DC 10 Intelligence (Religion) check from
someone proficient with alchemist’s supplies. Six cups of
blood can be taken from the Angel of Empyreus.
Its bones can be used in place of diamonds for use
in raise dead and similar magic, up to the equivalent of
10,000 gp worth.
---Grim Hollow Monster Grimoire---
Previous Versions
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3/8/2022 4:36:37 PM
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