Small Celestial (Angel), Lawful Good
Armor Class 10 Natural
Hit Points 6 (1d4 + 4)
Speed 10 ft., Burrow Claws , Climb 5 ft. Climbing Claws, Fly 15 ft. Winged Legs, gliding, Walk 20 ft. Depends on Speed paws (35) or other claws (20)
STR
8 (-1)
DEX
12 (+1)
CON
13 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws CON +3, CHA +3
Skills Performance +3
Damage Vulnerabilities Necrotic
Damage Resistances Radiant
Condition Immunities Stunned
Senses Truesight, Passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Angelic Death

If the creature reaches 0 hit points, its body will be taken into the heavens. If a 20 min ritual is completed, during which the player offers up 10gp to the Angels, the creature will be returned at max Hit Points.

Angelic Standing 

The creature, being angelic, has access to the heavens, where it can go at any time. It can use 1 action to teleport to the heavens, and 1 action to return. It can bring one non living item, of medium or lesser size, as long as it does not exceed 100 pounds with it. the rabbit can return with or without the item. The heavens are infinite, and any amount of items can be brought there. Items that have been brought to the heavens are then angelically blessed, for the remainder of the day, or until specified, and can have one of the following effects.  

> The item can be sold for double it usual price, up to a max increase of 30gp. The angelic blessing then ends.

>The item will have advantage on the first attack made on an enemy. The angelic blessing then ends.

>The item can be teleported to the Rabbit. The angelic blessing then ends.

>The item is invisible to every creature except the rabbit.

>The blessing can double healing from any food. The blessing ends once the food is eaten, or a day passes, and if it has spoiled, becomes unspoiled.

>If there are words written on the item, it can translate a single sentence, maximum 30 words into any language. The blessing then ends.

An item can only be blessed once.

Transformative Paws

The rabbit can transform its front two legs into any of the following, by using a bonus action

> Paws for swift walking (35ft)

> Claws for climbing (5ft)

> Claws for burrowing (10ft)

> Small wings for gliding (15ft)

Actions

Unarmed Strike

Damage:1d4  Hit: - 1

Bonus Actions

The rabbit can transform its front two legs into any of the following;

> Paws for swift walking (35ft)

> Claws for climbing (5ft)

> Claws for burrowing (10ft)

> Small wings for gliding (15ft)

Reactions

Na

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

A rabbit looking creature, with longer, slightly droopy ears. It has a slightly glowing yellow crown floating over its head, and  its eyes are a piercing yellow.

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.

Monster Tags: Angelpet

Habitat: ArcticMountain

SupremeVoltage2

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