Medium Celestial, Lawful Good
Armor Class 20 (Half-Plate armor)
Hit Points 102 (15d8 + 48)
Speed 35 ft., Fly 85 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
22 (+6)
WIS
22 (+6)
CHA
21 (+5)
Saving Throws INT +12, WIS +12, CHA +11
Skills Acrobatics +8, Insight +6, Perception +5, Performance +6
Damage Resistances Fire, Force, Radiant
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 90 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. The angel's weapon attacks are magical. When the Angel of Destiny  hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Innate Spellcasting. The Angel of destiny's spellcasting ability is Charisma (spell save DC 18). The Angel can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, mage hand, Aid, Guidance, Detect Magic, dissonant whispers, Heroism, augury

5/day each: Guardian of Faith, Commune, Dimension Door, Calm emotions, geas, death ward, foresight

1/day: Wish

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

Magic Resistance. The Angel of destiny has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The angel makes 3 melee attacks.

Quarter Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 10 (2d8) radiant damage.

Healing Touch (3/Day). The Angel of Destiny touches another creature. The target magically regains 16 (3d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

 Parry. The Angel of Destiny adds 6 to its AC against one melee attack that would hit it. To do so, the Angel must see the attacker and be wielding a melee weapon.

Legendary Actions

The Angel of Destiny 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. The angel regains spent legendary actions at the start of its turn.

  • Teleport. The angel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

  • Cheat Destiny. (costs X actions) The Angel of Destiny rolls X dice and can force the results on to any creature withing 65ft of it. Any enemy chosen by this effect must make a DC 20 Intelligence saving throw to resist the predicted fate. (note: this effect can't be used to force a player to fail the saving throw. Also X = the amount of legendary actions used)
  • Strands of Fate. (costs 2 actions) As a bonus action the Angel of Destiny can enter a state that forces attacks made against it have disadvantage, this effect lasts for 1 minute, but if the angel does get hit the effect ends.

Description

 The Angels of Destiny are used by gods of time, fate, or/and destiny. They're selfless and constructive creations; true protectors of society, knowledge, and life. They're both lawful and rational. These angels are extremely orderly, and rely on complex rules and laws, upholding them whenever possible. At they're best, these angels are organized and law-abiding. At worst, bureaucratic and - possibly a little - totalitarian.

Monster Tags: Angel

just_some_twit

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