Large Celestial (Angel), Lawful Good
Armor Class 24 (Mithral Plate Armor)
Hit Points 580 (40d10 + 360)
Speed 60 ft., fly 180 ft., swim 60 ft.
STR
30 (+10)
DEX
27 (+8)
CON
29 (+9)
INT
23 (+6)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +18, DEX +16, CON +17, CHA +18
Skills Athletics +18, Intimidation +18, Perception +16, Persuasion +18, Stealth +16, Survival +16
Damage Resistances Cold, Fire, Radiant
Damage Immunities Lightning, Necrotic, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 26
Languages All, telepathy 120 feet
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Divine Awareness. Zephyros knows if he hears a lie.

Eyes of the Storm. Zephyros can see normally in areas heavily obscured by weather effects such as clouds or precipitation.

Immutable Form. Zephyros is immune to any spell or effect that would alter his form.

Innate Spellcasting. Zephyros's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:

Legendary Resistance (3/Day). If Zephyros fails a saving throw, he can choose to succeed instead.

Lightning Charge. If Zephyros flies for at least 60 feet in a straight line on a turn, he can temporarily become one with lightning. As long as he continues flying in a straight line from that point onwards, he no longer provokes opportunity attacks and whenever he moves within 10 feet of a creature, that creature must make a DC 26 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success.

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

Revelation in Devastation. Any damage Zephyros deals to objects and structures as a result of severe weather effects is doubled.

Stormforged Weapons. Zephyros's weapon attacks are magical. When Zephyros attacks with any weapon, the weapon deals an extra 36 (8d8) thunder damage, lightning flashes and roaring thunder is audible within a radius of 500 feet.

Warding Winds. Strong winds blow around Zephyros in a 30-feet radius, which extinguish any open flames, impose disadvantage on ranged weapon attacks against him, turn the area into difficult terrain for any creature of Zephyros's choice and automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Actions

Multiattack. Zephyros can use his Thunderous Battlecry. He then makes three attacks with his stormcleaver or chooses a point within 600 feet of him and makes an attack with his lightning bolt against each creature within 30 feet of that point.

Stormcleaver (Greatsword). Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 36 (8d8) thunder damage and the target must make a DC 26 Strength saving throw or is pushed up to 10 feet away and knocked prone.

When Zephyros rolls a natural 20 for an attack with his stormcleaver, a shockwave of lightning, thunder and divine wrath erupts. Each creature of Zephyros's choice within 30 feet of the attack's target must make a DC 26 Constitution saving throw, taking 36 (8d8) thunder damage on a failure or half as much on a success. In addition, on a failure, a creature is knocked prone and deafened until the end of its next round.

Lightning Bolt. Ranged Spell Attack: +18 to hit, range 600ft., one target. Hit: 45 (10d8) lightning damage and the target must succeed on a DC 26 Constitution saving throw or cannot use reactions until the start of its next turn.

Thunderous Battlecry. Zephyros unleashes a battlecry infused with divine energy, accompanied by flickering lightning and rolling thunder. All creatures of his choice that are within 120 feet of Zephyros and aware of him are under one of the two following effects, depending on whether they are friend or foe:

  • Friend: The creature feels bolstered. For the next minute, it can't be charmed or frightened, gains 20 temporary HP at the start of each of its turns and can add a d4 to all attack rolls, ability checks and saving throws.
  • Foe: The creature must make a DC 26 Wisdom saving throw or is frightened and deafened for one minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Once the effect ends for one creature, it can't be affected by Zephyros's battlecry again for the next 24 hours.

Healing Touch (8/day).  Zephyros touches another creature. The target magically regains 60 (12d8+6) hit points and is freed from any curse, disease, poison, blindness, or deafness.

One with the Storm. Zephyros vanishes, dispersing himself into a thunderstorm under his control. Zephyros can end this effect at the start of any of his turns, becoming a solar once more and appearing in any location he chooses beneath the storm. While dispersed, Zephyros can't take any actions other than lair actions, and he can't be targeted by attacks, spells, or other effects. Zephyros cannot use this ability if he has no thunderstorm under his control.

Bonus Actions

Tailwind (Recharge 5–6). Zephyros inspires his allies and uses his control over the winds to back them up with tailwind to charge into the enemy's ranks while infusing their weapons with the wrath of the stom. Each creature of Zephyros's choice that he can see within 120 feet of him gains the effect of a haste spell until the end of its next turn and deals an additional 2d8 lightning damage with its weapon attacks.

Flying Sword. Zephyros hurls his stormcleaver into the air. It begins to hover, flies up to 60 feet and makes an attack against a creature of Zephyros's choice within 10 feet of it. As a bonus action on each of his subsequent turns, Zephyros can mentally command his stormcleaver to either return to his hands or to fly up to 60 feet and make one attack against a target of his choice. If the hovering sword is targeted by any effect, Zephyros is considered to be holding it. The hovering sword falls if Zephyros dies.

In addition, lightning arcs from the hovering sword. Any creature that ends its turn within 10 feet of it must make a DC 26 Dexterity saving throw, taking 18 (4d8) lightning damage on a failure or half as much on a success.

Reactions

Zephyros can take two reactions per round, although only one per turn.

Thunderous Wrath. When Zephyros is hit by a melee attack, each creature within 10 feet of him must make a DC 26 Constitution saving throw. On a failure a creature takes 18 (4d8) thunder damage, is pushed up to 10 feet away and knocked prone. On a success, a creature takes half as much damage and is not pushed.

Divine Abjuration. If Zephyros sees a fiend or undead within 120 feet of him casting a spell, he can force that creature to make a DC 26 Wisdom saving throw. On a failure, its spell fails and it takes 1d8 radiant damage per level of the spell it attempted to cast.

Legendary Actions

Zephyros 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. Zephyros regains spent legendary actions at the start of its turn.

Attack. Zephyros makes an attack with his stormcleaver or with his lightning bolt.

Cleansing Touch. Zephyros uses his healing touch on a creature friendly to him or touches it and ends one spell of his choice that is affecting it.

Cast a Spell. Zephyros casts one of his spells.

Coordinated Charge (Costs 2 Actions). Zephyros chooses up to six creatures he can see within 120 feet of himself. These creatures each can use their reactions to immediately move up to their speed and make one weapon attack with advantage on the attack roll.

Storm Unbound (Costs 2 Actions). Zephyros invokes the wrath of the storm to destroy any nonmagical or magical restraints within 60 feet of him, such as ropes, shackles or iron bands of Bilarro - nothing can bind a storm. In addition, any creature of his choice within this area that is grappled, restrained or incapacitated can immediately repeat the relevant saving throw or attempt the relevant ability check with advantage on the roll to end the condition on itself. If it succeeds, it can use its reaction to move up to its speed without provoking opportunity attacks.

Howling Gale (Costs 3 Actions). Zephyros creates a massive blast of gale-force winds in a 120-foot cone. Each creature there must succeed on a DC 26 Strength saving throw. On a failure, it takes 54 (12d8) bludgeoning damage and is flung up to 60 feet away from Zephyros, landing prone. On a success, it takes half as much damage and suffers no additional effects.

Description

An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Immortal Nature. An angel doesn't require food, drink, or sleep.

Solar. A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

The Storm Herald

Zephyros, also known as the Storm Herald, is one of the few known solars. Formed from the astral essence of benevolent gods combined with the relentless wrath of the primordial storms, he is an unyielding warrior, an embodyment of raw strength and divine rage, but also an idol for freedom and courage.

Zephyros usually appears as a roughly 10 feet tall, muscular humanoid figure with dark hair, glowing yellow eyes and great white, angelic wings. If he is geared up for battle, he is clad in a suit of full plate armor made of blackened Mithral with golden ornaments, and wears a white scapular over it, otherwise he also may simply wear a white toga, which is flowing in the winds that always blow around him. His weapon is an enormous greatsword known as the Stormcleaver, with lightnings constantly crackling around its mighty blade.

Like all solars, Zephyros has a great desire to purge evil creatures from existence, however he is, more than others, actively fighting and destroying the bastions of evil - it is said that this serves as a vent for him to release the ever-accumulating wrath of the primordial storm within himself in a controlled manner, and if he wouldn't be able to release it, the wrath would grow so strong that he could eventually lose control of it and thus of himself...

Many fear Zephyros due to his destructive wrath and view him as a harbringer of disaster. However, he is still a solar, lawful good, and those who know him well say he actually has a heart of gold, one just should be careful to not anger him - he despises injustice, can be a good and caring friend, a loyal companion who enjoys flying across the sky, free like a cloud, and is a respectful warleader, who doesn't send in his armies recklessly only to watch them dying.

Thalos's Rival. If there is some who should  rightfully be feared by mortals for his destructive wrath, it is Thalos, the Stormlord, the evil deity of storms in the Great Wheel, who revels in the destruction brought by him. Zephyros hates him more than anything else for his attitude and for how he uses his tempestuous powers, for how he destroys purely for joy - while Zephyros only brings destruction to those who deserve it, those who are irredeemably evil. The rivalry between Thalos and Zephyros has lead to many conflicts and battles, and Zephyros desires nothing more than Thalos being banished from Mount Celestia or at least receiving punishment for his evil deeds.

Leader of celestial armies. The Storm Herald is known to lead vast armies of celestial forces, including lesser angels like planetars or battleforce angels, and sometimes even powerful mortal warriors, to war - which is why some call him by titles like Warlord of the Sky or similar. The march of these armies is like rolling thunder, and their wrath is unstoppable and relentless. Zephyros prefers leading his armies from the front, unleashing a tremendous battlecry which causes his foes to tremble with fear, performing primordial rituals to call devastating thunderstorms and using his divine might to protect and empower those who are on his side, while his sword smashes through the foe's defenses on its own.

Blessing of the Storm Herald. Zephyros blesses those who fight with him, and might even share a spark of his power with those he deems worthy. A creature blessed by the Storm Herald gains the following benetis for the next 24 hours:

  • The creature is considered to be under the effects of an investiture of wind spell.
  • The creature gains immunity to lightning and thunder damage.
  • The creature can cast the zephyr strike and thunderous smite spells at will.
  • The creature can see normally in areas heavily obscured by weather effects like clouds or precipitation.

A Sword of Primordial Wrath

Zephyros's signature weapon is an enormous adamantine zweihänder sword known as the Stormcleaver. This artifact can be best described as the wrath of the storm forged into a sword. It was born from the holy flames of Mount Celestia's forge, and imbued with primordial magic. Its almost 8 feet long blade bears an elaborate engraving of a lightning bolt. In the center of the crossguard, a holy symbol is engraved and inlayed with gold. While held by Zephyros or by another creature attuned to it, the engraving glows and lightning bolts always arc and crackle around the blade.

If you want to give the sword to a player character, you can use the following statistics for it (the sword also has a separate entry in D&D Beyond's homebrew database):

The Stormcleaver is an elegant, sentient greatsword, forged from adamantium in the holy flames of Mount Celestia's forge, and imbued with the wrath of the storm. It was once wielded by the Storm Herald, a solar, embodyment of the storm and legendary celestial warlord, who regularly lead vast armies of celestial forces into battle against evil. Its almost 8 feet long blade bears an elaborate engraving of a lightning bolt. In the center of the crossguard, a holy symbol is engraved and inlayed with gold.

Sentience. The Stormcleaver is a sentient, lawful good sword with an intelligence of 12, a wisdom of 16, and a charisma of 24. It has hearing and normal vision out to a range of 30 feet and communicates telepathically to the creature carrying or wielding it.

Personality. The Stormcleaver has a strong sense of justice, desires all evil to be purged from the world, and it shares the Storm Herald's good-hearted nature and enjoyment of freedom, disliking being stowed away in a sheath or similar. Once the sword has bonded to an owner who shares its ideals, who also desires to fight against evil, it shows its loyality and will serve them, unless they commit a major sin. . However, it also shares the Storm Herald's hot-temperedness: if its wielder decides to disobey the sword's will, it can become angry quickly, which might even result in it casting its spells on its own, targeting its wielder.

Attunement. Only good-aligned paladins or clerics can attune to this sword, and if a creature who doesn't fulfill the requirements tries to attune to it, the sword will cast call lightning targeting that creature.

Once you successfully attuned to the Stormcleaver, the engraving on its blade starts to glow and little lightning bolts start crackling around the blade. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet and you can use it as a spellcasting focus for your cleric or paladin spells.

Dormant. The greatsword grants you the following properties while in its dormant state:

  • The sword works as a sword of the Paruns.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • When you hit a creature with the Stormcleaver, the attack deals an additional 1d8 thunder damage.
  • Storm Herald's Wrath: When you score a critical hit with this weapon, each creature of your choice within 15 feet of the attack's target must make a Constitution saving throw against your spell save DC or take 2d8 thunder damage and be knocked prone, as you call upon the Storm Herald's legendary wrath.
  • Voice of the Storm: You can speak, read and write Primordial and its dialects and you can make your voice boom three times as loud as normal. You have advantage on Charisma (Intimidation) checks.

Awakened. The greatsword grants you the following properties while in its awakened state:

  • You gain a +2 bonus to attack and damage rolls made with this magic weapon.
  • The additional thunder damage increases to 2d8.
  • Storm Herald's Wrath now deals 4d8 damage.
  • Thunderous Strikes: You can cast the zephyr strike and thunderous smite spells at will, but only to empower attacks made with this sword. These spells use your spell save DC.
  • Heart of the Storm: You can see normally in areas heavily obscured by weather effects, such as by clouds or precipitation and you gain resistance to lightning and thunder damage.

Exalted. The greatsword grants you the following properties while in its awakened state:

  • You gain a +3 bonus to attack and damage rolls made with this magic weapon.
  • The additional thunder damage increases to 3d8.
  • Storm Herald's Wrath now deals 6d8 damage.
  • One with the Storm: You gain immunity to lightning and thunder damage  as well as a magical flying speed of 120 feet and the ability to hover. In addition, while you are holding the sword, you can cast the spells control weather and wind walk each once and regain the ability to do so at the next dawn.
  • Warding Winds: As long as you are holding the sword, strong winds blow around it in a 30-feet radius, which extinguish any open flames, impose disadvantage on ranged weapon attacks against you and automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Random Properties. The Stormcleaver in its dormant state has one minor beneficial property and one minor detrimental property. When the sword attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the sword raches its exalted state, it gains a major beneficial property.

Destroying the Sword. The only way to destroy the Stormcleaver is to melt it down in the holy forge of Mount Celestia where it was created, and while it lies in the burning forge, the Storm Herald  himself must strike it with lightning. Only then it succumbs to the fire and is consumed.

Lair Actions: Stormcaller

Zephyros has the power to create storms within 5 miles of himself by performing a primordial ritual for one minute, as if he was casting a spell, for each storm. While he takes control of the weather in this way, any other weather-influencing magic used by mortals and in general beings of lesser power fails except for a wish spell. 
Each storm he creates spreads out to a radius of up to 500 feet, brings torrential rainfall and strong winds, lightly obscuring the area beneath it, extinguishing any open flames, imposing disadvantage on ranged weapon attacks and automatically dispersing fog, mists, and similar phenomena in the area, whether mundane or magical. Zephyros can have one of his storms under direct control, allowing him to shape its effects as he desires. If Zephyros starts combat with a storm under his control, he has a challenge rating of 30 (155 000 XP). 

At initiative count 20 (losing initiative ties), if he has summoned at least one thunderstorm, he can take a lair action to create one of the following effects, he can't choose the same effect twice in a row:

  •  Lightning Strikes. Zephyros calls down six bolts of lightning from a storm, hitting six points of his choice beneath that storm. Each creature within 10 feet of at least one of these points must make a DC 26 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success.
  • Crash of Thunder. Zephyros causes one storm to unleash a deafening crash of thunder. All creatures of his choice in the area beneath that storm must make a DC 26 Constitution saving throw, taking 18 (4d8) thunder damage on a failure or half as much on a success. In addition, a creature that fails the saving throw is deafened until the end of its next turn.
  • Downburst. Zephyros causes one storm to produce roaring, gale-force gusts of wind combined with intense downpour. All creatures of his choice in the area covered by that storm must make a DC 26 Strength saving throw or are knocked prone.
  • Hail. Zephyros commands one storm to drop large hailstones. All creatures of his choice in the area beneath that storm must make a DC 26 Dexterity saving throw, taking 18 (4d8) bludgeoning damage or half as much on a success. In addition, the ground in the area counts as difficult terrain for the next minute or until Zephyros uses this action again.
  • Whirlwind. Zephyros commands the storm to produce a tornado. The tornado howls down on a point of his choice in the area beneath that storm, works like the whirlwind spell and lasts for the next minute or until Zephyros uses this action again. While the tornado persists, Zephyros can, as a legendary action, move it up to 30 feet in any direction along the ground.

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Monster Tags: Angel

Habitat: GrasslandHillMountain

Semako

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