Medium Celestial, Chaotic Evil
Armor Class 18 (plate)
Hit Points 199 (21d8 + 105)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
15 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws CON +11, WIS +11, CHA +10
Skills Insight +10, Perception +10
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages All
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Eye of the Law. As a bonus action, the princess can target a creature she can see within 120 feet of her and determine which laws that creature has broken in the last 24 hours.

Innate Spellcasting. The princess’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The princess can innately cast the following spells, requiring no material components:

At will: calm emotions, compelled duel

1/day each: spirit guardians, destructive wave

Unknowable Hunger. A god spawn can change the shape of its body to match any humanoid body. Along any part of its body it can create a giant maw. It can transform itself into any creature or the living form of a corpse it has devoured using that maw as though using the shapechange spell, while being able to use that specific creature's spellcasting ability (if it has one). This transformation lasts until the god spawn dies or uses an action to revert to its original form. When transforming like this, the god spawn retains its original hit points and its original hit point maximum.

When transforming into a different celestial creature this way, the god spawn must make a Charisma Saving Throw against 8 + the celestial's charisma + proficiency bonus. On a failed save, the celestial is reborn into the body of the god spawn as the god spawn's stat block is replaced with that of the celestial's. The celestial retains its memories and personality from when it was alive. The celestial also gains the actions that the god spawn has. If the god spawn had a movement type, sense, or language that the celestial didn't have, the celestial gains that. If the god spawn had a higher strength, dexterity, or constitution score than the celestial, the celestial gains that score. The celestial also gains the Otherworldly Body and Unknowable Hunger traits that the god spawn has.

Otherworldly Body. A god spawn is not slowed by grappling other creatures and can grapple any number of creatures simultaneously.

Actions

Multiattack. The princess makes two Spear of Justice attacks and can use Pacifying Presence or makes two Starry Embrace attacks and can use either Subsume Soul or Collapsing Star, if available.

Spear of Justice. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Starry Embrace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage, and the target is grappled

Subsume Soul. The spawn chooses a Humanoid with 0 hit points or a Humanoid corpse that it can see within 15 feet of it. That creature is teleported inside the spawn's maw and imprisoned there. While imprisoned in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the star spawn regains 25 hit points and immediately recharges Collapsing Star. If the imprisoned creature is dead, the spawn immediately devours and destroys the body. The creature whose body is destroyed this way can be restored to life only by means of a true resurrection or a wish spell.

Collapsing Star (Recharge 6). The princess creates a field of gravitational pull in a 15-foot radius around itself. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 33 (6d10) radiant damage and be pulled 5 feet toward the spawn, taking half as much damage on a successful one and not be pulled. Additionally, if the spawn has a creature grappled, that creature takes an additional 33 (6d10) radiant damage. If the grappled creature is reduced to 0 hit points by this damage and the spawn doesn't have a creature imprisoned by Subsume Soul, it immediately becomes imprisoned.

Pacifying Presence. Each creature of the princess’s choice that the princess can see within 120 feet of her must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the princess for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the princess’s Pacifying Presence for the next 24 hours.

Legendary Actions

The princess 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 princess regains spent legendary actions at the start of its turn.

Attack. The princess makes a Spear of Justice attack.

Starry Escape (Costs 2 Actions). The princess makes two Starry Embrace attacks, and moves up to its speed without triggering opportunity attacks.

Detention (Costs 2 Actions). The princess targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the princess’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.

Divine Arcana (Costs 3 Actions). The princess uses its innate spellcasting, then can immediately use Subsume Soul.

Monster Tags: Angel

Sketching101

Comments

Posts Quoted:
Reply
Clear All Quotes