Large Celestial (Angel), Lawful Good
Armor Class 19 natural armor
Hit Points 210 (20d10 + 100)
Speed 90 ft., Walk 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws WIS +11, CHA +13
Skills Insight +10, Perception +10, Religion +10
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120, Passive Perception 20
Languages Celestial, Common, Draconic, Infernal, Sylvan, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting: The archangel's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The archangel can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, guidance, light, mending, message, thaumaturgy
  • 3/day each: banishment, dispel evil and good, flame strike, greater restoration, healing word (5th level), shield
  • 1/day each: commune, control weather, divine word, geas, hallow, raise dead

Magic Resistance: The archangel has advantage on saving throws against spells and other magical effects.

Magic Weapons: The archangel's weapon attacks are magical.

Actions

Multiattack: The archangel makes two melee attacks or two ranged attacks.

Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 14 (4d6) radiant damage.

Radiant Bow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) radiant damage.

Healing Touch (4/Day): The archangel touches another creature. The target magically regains 30 (6d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The archangel 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 archangel regains spent legendary actions at the start of its turn.

  • Teleport: The archangel magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • Radiant Burst (Costs 2 Actions): The archangel emits a burst of radiant energy. Each creature within 30 feet of the archangel must make a DC 20 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
  • Command Celestial (Costs 3 Actions): The archangel targets one celestial it can see within 60 feet of it. The target must succeed on a DC 20 Charisma saving throw or follow the archangel's command on its next turn.
FraserConnell

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