Large Celestial, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 200 (14d10 + 42)
Speed 0 ft., Fly 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws WIS +7, CHA +7
Skills Perception +8, Stealth +6
Condition Immunities Prone
Senses Truesight 120 ft., Passive Perception 18
Languages Common, Daelkyr, Deep Speech, Telepathy
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Unusual Nature. The Angel doesn't require food or drink.

Actions

Barbed Tendrils. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (4d6 + 3) piercing damage.

Antimagic Cone. The Angels's central eye creates an area of antimagic, as in the antimagic field spell, in a 60-foot-cone. At the start of each of its turns, the Angel decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Eye Rays. The Angel shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:

1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.

2: Debilitating Ray. The target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn.

3: Repulsion Ray. The target must succeed on a DC 15 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the Angel.

4: Fire Ray. The target must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

5: Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6: Death Ray. The target must make a DC 15 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.

Lair and Lair Actions

  • Barbed tentacles erupt from the walls and floor in a 30-foot cube area within 120 feet of the angel. Any creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 (3d6) piercing damage and is grappled (escape DC 15), while grappled in this way a creature is also restrained. On a success, the creature takes half damage and isn’t grappled. A creature can leave this grapple without making a check by tearing itself free, but it takes an additional 7 (2d6) slashing damage if it does.

 

  • Psychic energy in the lair surges. Each creature in the lair of the Angel's choice is assailed by maddening psychic whispers and must make a DC 15 Wisdom saving throw. On a failed save, it takes 10 (3d6) psychic damage.

 

DMDavros

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