Large Celestial (Angel), Lawful Good
Armor Class 21 Celestial-Arcane Armor
Hit Points 188 (15d10 + 90)
Speed 50 ft., Fly 150 ft.
STR
28 (+9)
DEX
23 (+6)
CON
23 (+6)
INT
25 (+7)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws INT +12, WIS +15, CHA +12
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Divine Awareness. The Arch-Luminos´s knows if it hears a lie.

Innate Spellcasting. The Arch-Luminos´s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

Actions

Multiattack. The Arch-Luminos makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 50 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The Arch-Luminos releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the Arc-Luminos is considered to be holding it. The hovering sword falls if the Arch-Luminos dies.

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

Legendary Actions

The Arch-Luminos can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tyrandall regains spent legendary actions at the start of its turn.

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

Spear Of Truth (Costs 1 Actions).  Ranged attack weapon spell: +10 to hit, one target. The Arch-Luminos create a magical spear of radiant damage (2d8+10) and it has 80 fts of true range (The Arch-Luminos doesn't loose power within the range); If the target is a undead, aberration or infernal, gains 3d4 of burning damage per turn (5 turns). 

Wall Of Celestial Shields (Cost 2 actions). Spell  The Arch-Luminos invoke a squad of angels to defend itself and their companions near the Arch-Luminos, every enemy inside the wall of shields will be ejected outside and they'll make a DC dex 15 to don't be proned. The Angels always will receive the damage of whatever who attacked from outside, The angels have 18 AC and they can receive 3 attacks before they fall and the protection is down. The companions needs to remain near to the Arch-Luminos to be protected (15 ft near). The Angels will follow to the Arch-Luminos If He moves.

 

 

Monster Tags: Angelhumanoid

DrakenSylverwind

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