Large Celestial (Angel), Lawful Good
Armor Class 21 natural armor
Hit Points 580 (40d10 + 360)
Speed 50 ft., fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Insight +16, Perception +16, Persuasion +18
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120ft., Passive Perception 26
Languages All, telepathy 120ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing her appearance), detect evil and good, invisibility (self only), dawn, spirit guardians
3/day each: blade barrier, dispel evil and good, ressurection
1/day each: commune, control weather, gate, mass heal

Angelic Weapons. Zariel's weapon attacks are magical. When Zariel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Zariel knows if she hears a lie.

Legendary Resistance (3/day). If Zariel fails a saving throw, she can choose to succeed instead.

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

Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes necrotic damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Zariel makes two attacks with the Sword of Zariel.

Sword of Zariel. Melee Weapon Attack: +16 to hit, reach 10ft, one target. Hit: 17 (2d8+8) slashing damage plus 36 (8d8) radiant damage. If the target is an evil creature, it must succeed on a DC 17 Constitution Saving Throw or be blinded until the end of its next turn.

Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 16 (2d8+7) piercing damage plus 27 (6d8) radiant damage. If the target is a creature with 100 or fewer hit points, it must succeed on a DC 16 Constitution Saving Throw or die.

Searing Burst (Recharge 5-6). Zariel emits magical, divine energy. Each creature of her choice in a 10-foot radius must make a DC 26 Dexterity saving throw, taking 22 (4d10) fire damage plus 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also blinded until the end of its next turn.

Healing Touch (4/day). Zariel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

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

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.

OmegaBlinky

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