Purifying Aura. Everything in a 10-foot radius sphere centered on the angel is instantly cleaned, and any curse within the aura ends, as if under the effect of the Remove Curse spell. Creatures within this radius feel a vague sense of comfort.
Angelic Healing. All healing performed by the angel uses the highest number possible for each die instead of rolling the die. For example, instead of restoring 2d6 hit points to a creature, the angel restores 12 hit points.
Giveth and Taketh Away. When the angel heals any amount of hit points, they can choose a creature they can see within 60 feet of them. That creature takes radiant damage equal to half the hit points the angel healed (rounded down).
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Spellcasting. The [Angel] is a 3-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 15, +7 to hit with spell attacks). The [Angel] has following [Cleric] spells prepared:
Cantrips (at will): [bless],
3/day each: [cure wounds], [healing word], [inflict wounds], [lesser restoration] 2/day: [mass healing word], [revivify]
Multi-Attack: The angel makes two attacks, using Wing, Feather, Deliver Radiance, or a combination of them.
Wing. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 7 (1d8 + 3) [slashing] Feather. RangedWeapon Attack: +6 to hit, range 120 ft., 1 target. Hit: 3 (1d6 + 3) [slashing] damage.
Deliver Radiance. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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