Huge Celestial, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 400 (25d12 + 100)
Speed 30 ft.
STR
16 (+3)
DEX
6 (-2)
CON
14 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
7 (-2)
Saving Throws STR +7, WIS +6
Damage Vulnerabilities Necrotic
Damage Resistances Radiant
Senses Passive Perception 14
Languages All The Chariot can comprehend languages, but does not speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Momentum. The Chariot gains 5ft of speed every turn it uses its full movement. It loses this speed if it stops moving. It cannot make turns sharper than a diagonal (45 degrees) per 5ft of speed it travels.

Unstoppable Force. When The Chariot travels over another creature, the creature must make one of two saving throws.

  • The creature can make a Dexterity saving throw with DC 10 + 1 per 5ft of speed over 30. On a failed save, they take 2d8 bludgeoning damage.
  • The creature can make a Strength saving throw with DC 15 + 1 per 5ft of speed over 30. On a failed save, they take 2d8 bludgeoning damage plus 1d4 per 5ft of speed over 30, and are pushed back by the chariot until it reaches the end of its movement. On a success, the creature takes 1d8 bludgeoning damage, and The Chariot is stopped.
Actions

Multiattack. The chariot makes 3 Radiant Blast attacks.

Radiant Blast. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 11 (3d6 + 4) radiant damage.

Bonus Actions

Ether Blast. Every creature within 5ft of an ether crystal makes a Dexterity Saving throw. On a failed save, the creature takes 3d8 + 4 radiant damage and is blinded. On a success, the creature takes half damage and is not blinded.

Legendary Actions

The Chariot has 2 legendary action uses.

Speed Up (Costs 1 Action). The Chariot gains 5ft of speed.

Radiant Blast (Costs 1 Action). The Chariot makes a Radiant Blast Attack.

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.

Description

The Archangel takes the form of a chariot, using massive amounts of radiant energy, and two hosts to be brought into the realm. It is massive, and its very existence radiates an aura of order and light. 

Lair and Lair Actions

The Chariot has repurposed the area into its lair, gaining control of all the ether crystals in the surroundings.

Lair Actions

On initiative count 20 (losing initiative ties), The Chariot takes a lair action to cause one of the following effects; The Chariot can’t use the same effect two rounds in a row:

  • The Chariot creates an Ether Fissure under all creatures within an 100ft sphere originating from The Chariot. The creatures can feel a rumbling under the ground when they are standing on an Ether Fissure.
  • The Chariot causes all Ether Fissures to explode into Ether Crystals. If a creature is standing on an Ether Fissure when it erupts, it makes a Dexterity Saving Throw with DC 15. On a failed save, it takes 3d12 + 6 piercing damage. On a success, it takes half damage.

 

Chimarie

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