Large Celestial (Angel), Chaotic Good
Armor Class 27 (natural armor)
Hit Points 600 (50d10 + 350)
Speed 50 ft., Fly 200 ft.
STR
29 (+9)
DEX
26 (+8)
CON
30 (+10)
INT
26 (+8)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +18, DEX +17, CON +19, WIS +18, CHA +19
Skills Athletics +18, Insight +18, Intimidation +19, Perception +18, Persuasion +19
Damage Resistances Cold, Fire, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 28
Languages All, Telepathy 120 ft. but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Angelic Aura. Azadel emanates an aura of divine power that extends 30 feet from her in every direction. Creatures within the aura that are friendly to Azadel gain a +5 bonus to saving throws and can't be charmed, frightened, or poisoned. In addition, when a creature under the effects of the aura takes damage, Azadel can choose to magically take that damage, instead of that creature taking it. This damage that Azadel takes does not transfer other effects that might accompany the damage

Divine Weapons. Azadel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 10d8 radiant damage (included in the attack). In addition, when Azadel attacks with a weapon, she can use her Charisma modifier, instead of her Strength or Dexterity, for the attack and damage rolls.

Divine Awareness. Azadel knows if she hears a lie.

Legendary Resistance (5/Day). If Azadel fails a saving throw, she can choose to succeed instead.

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

Regeneration. Azadel regains 30 hit points at the start of her turn. If she takes force damage, this trait doesn’t function at the start of her next turn. Azadel dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Special Equipment. Azadel wields a magic longsword named Finality which ignores resistance to force damage. When Azadel scores a critical hit against a creature with Finality, it suffers one of the following effects (choose one or roll a d10):

1–2: Decapitation. The creature is decapitated, provided that it has a head, as per the effect of scoring a critical hit with a vorpal sword.

3–4: Arm Amputation. One of the creature's arms is cut off, provided that it is has any.

5–6: Leg Amputation. One of the creature's legs is cut off, provided that it has any.

7-10: Vital Organ Pierced. The creature takes an extra 80 slashing damage from the hit.

Azadel also wields a magic hunting rifle named Equalizer that she can wield in one hand and that ignores the reload property. It produces its own magic ammunition that is immediately destroyed after it hits or misses a target. When not in Azadel's hands, Finality and Equalizer immediately return to Azadel's possession magically. If Azadel is dead, both weapons turn to dust but reform if Azadel is resurrected.

Actions

Multiattack. Azadel makes four weapon attacks. She can replace one attack with a use of Devour Essence if she is able to.

Finality. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 10) force damage, or 20 (2d10 + 10) when used with two hands, plus 40 (10d8) radiant damage.

Equalizer. Ranged Weapon Attack: +19 to hit, range 80/240 ft., one target. Hit: 20 (2d10 + 10) force damage, plus 40 (10d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or become paralyzed until the start of its next turn.

Belch of the Heavens (Recharge 5-6). Azadel exhales celestial fire in a 60-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 24 (8d6) fire damage plus 24 (8d6) radiant damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, a creature becomes frightened of Azadel until the start of her next turn. 

Devour Essence. Azadel targets an unconscious or dead creature of non-good alignment within 10 feet of her. Her midsection splits open, releasing ethereal tendrils that reach out and grapple the creature. Then, a large spectral maw appears and surrounds Azadel's head, and she begins to devour the creature's body and soul. If the target is the same size as Azadel or smaller, the creature is immediately devoured by her. If the target is at least one size larger than Azadel, she cannot replace one of her attacks with this action and must use her action to devour the creature and cannot devour another creature for 1 round. A devoured creature's body is destroyed, and if it is of CR 20 or lower, its soul is swallowed and trapped by Azadel. Otherwise, the creature's soul passes on as normal. After Azadel devours a creature, the ethereal tendrils and spectral maw immediately vanish in a burst of light, and Azadel gains temporary hit points equal to the devoured creature's hit point maximum.

Redeeming Summon. Azadel attempts to purge the soul of a creature she's devoured with positive energy. When she does so, Azadel makes a Charisma (Persuasion) check against the creature, contested by the creature's Wisdom (Insight) check. If Azadel wins, the creature's alignment becomes a good alignment of the DM's choice, and the creature's body is restored in a space within 30 feet of Azadel that she chooses, and its soul is returned to its body. The creature immediately regains a number of hit points equal to half its hit point maximum, and its body is transformed into an angelic and pure version of itself. The creature is friendly towards Azadel's ally and if it is summoned into combat, it takes its turn immediately after hers.

If Azadel loses, the creature can make a DC 27 Charisma saving throw. On a success, its soul is released and passes on as normal.

Healing Touch (6/Day). Azadel touches another creature. The target magically regains 50 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Spellcasting. Azadel casts one of the following spells, requiring no material or verbal components and using Charisma as the spellcasting ability (spell save DC 27):

At will: detect evil and good, enlarge/reduce, flame strike, invisibility, nondetection

5/day each: blade barrier, locate creature, plane shift (self only), remove curse, resurrection

1/day each: circle of power, holy aura, meteor swarm (deals force and radiant damage instead of bludgeoning and fire damage)

Bonus Actions

Suppressing Shards. Azadel targets one creature she can see within 60 feet of her. That creature must make a DC 27 Charisma saving throw. On a failed save, Azadel manifests four celestial shards that surround the target and orbit around it. While these shards orbit the creature, it has disadvantage on saving throws and ability checks and its speed is halved. If a creature makes an attack roll or casts a spell, these shards explode into a burst of radiant light, dealing the target 20 (4d10) radiant damage, and the shards are destroyed. The shards turn to dust and are destroyed at the start of Azadel's turn if they didn't explode early.

Reactions

Azadel can take up to three reactions per round but only one per turn.

Divine Censor (1/Round). Azadel targets a creature she can see within 30 feet of her that is casting a spell, and attempts interrupt its casting by glaring at it with divine judgement. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Azadel makes a Charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster is silenced and cannot speak until the start of Azadel's next turn.

Riposte. When a creature misses Azadel with a melee attack, she immediately makes a melee weapon attack against the creature.

Legendary Actions

Azadel can take 5 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. Azadel regains spent legendary actions at the start of her turn.

Warp and Strike. Azadel magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space within 120 feet of her. Before or after she teleports, she can make one weapon attack.

Banishing Gaze (Costs 2 Actions). Azadel focuses her divine gaze toward one creature she can see within 120 feet of her and attempts to expel it from her presence. The target must succeed a DC 27 Charisma saving throw or be banished to a harmless demiplane. While there, the target is incapacitated. The target reappears in the space it left or in the nearest unoccupied space if that space is occupied at the start of Azadel's next turn.

Heavenly Presence (Costs 3 Actions). Azadel temporarily enhances her angelic beauty and guise, giving off an aura of celestial grandeur. Each creature that can see Azadel must succeed a DC 27 Wisdom saving throw or be charmed by Azadel until the start of her next turn. While charmed in this way, a creature regards Azadel as an ally and will fight against creature's that are hostile towards her.

Description

Azadel is an unstable half-demon, half-angel hybrid with fair skin, pale blue eyes, and navy blue hair. When she was a full demon living in the abyss, she was unlike her colleagues in that she was not evil by nature, nor did she enjoy pleasantries of pure destruction. In fact, she was actually kindhearted and prevented other demons from wreaking havoc whenever she could.

She bowed to no demon lord, and other demons thought her to be weak. Eventually, she was cast out of the abyssal plane, stripped of her voice, and doomed to wander the astral plane for the rest of her life. Fortunately for her, an angel that had been watching her and her compassionate nature. This angel, impressed by Azadel's unprecedented moral disposition, gave Azadel an opportunity to convert to an angel.

Angelic Demon Hybrid. The angel that felt sympathy for Azadel attempted to instill celestial essence into her. In some ways, it worked, taking away the black demon horns and transforming her eye color from piercing, pupilless white, to a nice light blue, and giving her a single feathered wing. However, the essence clashed with her original demon blood, causing her transformation to be unstable, exemplified by her singular wing being pitch black like the depths of the abyss. Even though she was infused with celestial ethos, her demonic quintessence continually fights against it in an attempt to regain full control over her body, giving her an unstable soul. It was quickly found out that when her demonic nature managed to maintain control, the abyssal nature at her roots would kick in, causing her to be violent, aggressive, and bloodthirsty. She was able to control this side of her with the help of celestial bracers provided by the angel that held back her inner demons.

Celestial Servitude. After only being able to partly convert Azadel's essence, the angel gave Azadel the mission to become a demon hunter and collect the souls of powerful abyssal malefactors. The angel gave Azadel two weapons, an unnaturally long and sharp sword and a pistol with infinite ethereal bullets named Finality and Equalizer respectively. These weapons, after slaying a powerful abyssal force, could suck the essence of a demon and trap both its lifeforce and its power, empowering the potency of the weapons themselves. In addition, upon slaying a demon and imprisoning it, some of the demonic essences of Azadel would be drawn from her body into the weapons as well, desiring to be with its own. If Azadel killed enough demonic evils, her demonic blood would be completely drained from her, and the celestial essence could take over, converting her into an angel. Not only would help her destroy the part of herself that she despised, but she could also do good in the world and counterbalance the works of abyssal villainy. Azadel gladly accepted this mission. To fully rid herself of demonic essence, Azadel must slay and imprison at least 9 demons of CR 12 or higher. Upon making this requirement, she will turn into a full angel.

Self-Imprisonment. At her own request, when she is not hunting demons, Azadel is transported and locked up by celestial chains in a crypt and put into a deep, restful slumber. This is both a precautionary measure against possible outbursts of demonic disposition that forced through Azadel's bracers and a way for Azadel to regain her strength from arduous battles. Locked in chains that completely restrain abyssal energy, Azadel can be sure that she is not a threat to the innocent. Azadel's cell is protected with a series of defensive measures that are meant to prevent people of an evil disposition from entering. Only creatures of a good alignment may pass freely.

To unlock her and her power, a single black key with a diamond-shaped end and Azadel's name inscribed in abyssal on the edge must be used on a lock on a pedestal in the center of Azadel's main holding cell. The key was entrusted to a group of priests acolytes under the angel's command that is only sent to awaken Azadel when there is a significant demonic threat that must be destroyed. Upon opening the lock, Azadel is freed from her chains. When awakened, Azadel will attempt to sense if her freer's intent is righteous or wicked. If she deems them good-natured, she will happily work with them in destroying that evil that she was awakened to take care of. If she senses evil in them, she will attempt to destroy the liberator. When she feels like she has completed her assignment, Azadel will be sent back to her cell where she will be locked away once more.

Purification

When Azadel completes her mission, any lingering demonic essence within her is completely purged from her soul, and she filled with empowering positive energy. Her hair tuns white and luminous, her eyes shine with an azure luster, and her singular black wing is replaced with two silvery, angelic wings. A beaming white halo appears and hovers above her head, and her weapons are purified and the demonic energy that was absorbed in them coalesces and transforms into pure magical power. In this state, Azadel is completed converted into an angel in the form of an extremely powerful solar.

As a solar, Azadel acts in service of Marina the Archangel, and uses her powers to protect and preserve The Light while destroying all evil that pose a threat to it. However, while still zealous and voracious, Azadel is becomes more merciful and understanding, and will always attempt to bring dark creatures into The Light, even when her hand is forced to violence.

Lair and Lair Actions

Azadel's lair is located in a demiplane that she summons in order to rest without interruption. This personal sanctuary is a dungeon filled with defensive measures against creatures that attempt to disturb the solar's slumber, including deadly puzzles, traps, and summoned creatures that act as guards. At the end of this dungeon is a large circular chamber where Azadel sleeps.

If Azadel is attacked in her chamber while she is asleep, she first gains 100 temporary hit points and is put under the effect of the sanctuary spell. These effects last until Azadel wakes up.

Lair Actions

On initiative count 20 (losing initiative ties), Azadel can take one of the following lair actions; she can’t take the same lair action two rounds in a row:

Flame Strike. Azadel casts the flame strike spell.

Chains of Retribution. Ethereal rifts magically appear and release spectral chains that reach out toward five creatures of Azadel's choice. Each target must succeed a DC 27 Dexterity saving throw or become grappled and restrained by the chains (escape DC 27). The chains have an AC of 20 and 30 hit points and are immune to poison, psychic, and radiant damage. These chains disappear and release their targets on initiative count 20 of the next round.

Detect. Azadel makes a Wisdom (Perception) check.

Regional Effects

The region containing Azadel's lair is blessed and sanctified by her holy presence, which creates one or more of the following effects:

Divine Eye. Evil and neutral creatures within 2 mile of the lair feel as though they are being watched. If a powerful evil entity enters this proximity, Azadel can attempt to scry on the entity in her slumber as per the scrying spell (DC 27).

Gluttonous Presence. Evil and neutral creatures within 2 miles of the lair begin to feel extremely hungry. Affected creatures require twice the amount of food that they need to survive, and begin to hallucinate that Medium and smaller creatures are rations if they do not eat their required amount of food.

Suppression of the Weak and Wicked. Evil creatures of CR 4 and lower within a mile of the lair immediately fall unconscious until Azadel's demiplane is summoned to another location.

If Azadel dies or summons her demiplane to another location, these effects end immediately.

Previous Versions

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Monster Tags: NPCAngel

Lightning_Hood

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