Medium Humanoid, Neutral Good
Armor Class 22 Plate
Hit Points 180 (30d10 + 3)
Speed 30 ft.
STR
25 (+7)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +12
Skills Survival +10
Senses Truesight, Passive Perception 14
Languages Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Avacyn Resistance

Immune to Critical Hits

Actions

Action Name. Attack - 3 attacks per turn

Action Melee Attack. +7 1d8 +7

Divine Smite 1d8 on hit can expend a spell slot to do an extra 1d8 damage on hit up to a total of 6d8

Haste

  • Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
    When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Thunderous smite

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

 

Shield of Faith

  • A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Blazing smite

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with divine flame, and the attack deals an extra 2d8 fire damage and 2d8 radiant damage to the target. Furthermore, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d8 fire damage and 1d8 radiant damage at the start of each of its turns.

Lay on hands 45/45

Spell slots

5 1st

4 2nd

3 3rd

2 4th

1 5th

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

1 Legendary Resistance

Description

Enter a general description for your monster here.

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.

JonathanStevens

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