Medium Celestial, Typically Lawful Good
Armor Class 20 Plate +1
Hit Points 100 (12d8 + 12)
Speed 30 ft., Fly 90 ft.
STR
20 (+5)
DEX
18 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws WIS +6, CHA +7
Damage Resistances Fire, Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 18
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

 

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

 

Actions

 Holy Ray (Recharge 1-2). All creature in a 150 ft. line in front of this creature make a DC 15 Dexterity saving throw. A creature takes 36 (8d8) radiant damage on a failure and half as much on a success.

Invoke Curse (Recharge 6). Targets one creature he can see within 60 feet of him. The target must succeed on a DC 15 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to radiant damage. Greater restoration, remove curse, or similar magic ends the curse on the target.

 

Multiattack. The angel makes two melee attacks. It also uses Battlefield Inspiration.

 

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.

 

Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.

 

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.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2022 3:46:05 AM
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1
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Coming Soon
8/28/2022 1:35:24 AM
10
1
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8/28/2022 1:43:21 AM
11
1
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Coming Soon
ReinhartWilliams111

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