Large Celestial, Lawful Good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +12, WIS +11, CHA +12
Skills Nature +13, Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Angelic Body. Animus' weapon attacks are magical. When the planetar hits with its claws they deal an extra 5d8 radiant damage (included in the attack).

Divine Awareness. Animus knows if it hears a lie.

Innate Spellcasting. Animus' spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

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

Actions

Multiattack. The planetar makes two melee attacks and uses Leadership

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Leadership. Animus utters a few inspiring words to one creature it can see within 30 feet of it. If the creature can hear it, it can add a d10 to one attack roll or saving throw it makes before the start of Animus' next turn.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Divine Step. Briefly surrounded by golden mist, Animus teleports up to 60 feet to an unoccupied space that it can see.

Legendary Actions

Animus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Animus regains spent legendary actions at the start of its turn.

Command Allies. Animus chooses up to three creatures that it can see within 30 ft. of it. If a chosen creature can see or her Animus, it can immediately use its reaction to make on weapon attack, with advantage on the attack roll.

Claw Attack (Costs 2 Actions). Animus makes one Claw attack.

Frighten Foes. Animus targets up to five creatures it can see within 30 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or be frightened of it until the end of its next turn. Any target within 5 feet of Animus has disadvantage on the saving throw.

Monster Tags: Angel

TheLizzard

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