Legendary Resistance (3/Day). If the Devestator fails a saving throw, it can choose to succeed instead.
Snuff Out Hope. Any creature reduced to zero hitpoints by the devestator must succeed on a DC 20 Charisma saving throw or fail two of their death saves instantaneously. If a creature fails this charisma saving throw by five or more they die/
Magic Weapons. The angels attacks are magical for the purpose of overcoming resistances and immunities.
Multiattack. The devestator uses it's frightful presence and makes three attacks. Instead it might activate it's frightful presence, make two attacks, and activate it's Impale Action.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., # target. Hit: 15 (2D6 + 8) slashing damage, plus 13 (2D12) psychic damage.
Impale. The devestator attempts to impale a creature it can see within 60ft of it. The creature must make a DC 20 Dexterity saving throw, taking 26 (4D12) piercing damage and becoming Restrained until it uses it's action to lift itself from the spike on a failed save.
Conqueror's Tithe (Recharge 5–6). Life ripping magic ripples out from the devestator. Up to three creatures within 30 ft of it must make a DC 23 Constitution saving throw. On a failure the targets take 55 (10D10) necrotic damage. On a successful save they take half as much damage. The devestator regains hit points equal to half the damage dealt by this ability.
Frightful Presence. Each creature of the angel’s choice that is within 120 feet of the angel and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the devestator’s Frightful Presence for the next 24 hours.
Spellcasting. The angel casts one of the following spells, requiring no spell components and using charisma as the spellcasting ability (spell save DC 20):
At Will: Command, Blindness/Deafness, Compelled Duel
1/Day Each: Banishment, Divine Word
The devestator can take 3 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 dragon regains spent legendary actions at the start of its turn.
Blade Rush. The Devestator moves up to it's movement speed without provoking oppurtunity attacks, dealing 5 (1D8) slashing damage to any creature it passes within 5 ft of.
Greatsword (Costs 2 Actions). The Devestator makes a greatsword attack.
Scorching Hatred (Costs 3 Actions). The Devestator forces a creature it can see within 60 ft of it to make a DC 20 Dexterity saving throw. On a failed save the creature takes 35 (10D6) fire damage and becomes Frightened of the angel until the end of the frightened creature's next turn.
Description
Enter a general description for your monster here.







Comments