Medium Celestial (Angel), Typically Lawful Good
Armor Class 16 Natural armour
Hit Points 98 (12d10 + 20)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +5, CON +4
Skills Intimidation +4
Damage Resistances All
Condition Immunities Exhaustion, Frightened, Incapacitated, Restrained
Senses Truesight, Passive Perception 10
Languages Celestial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Angelical cure. 

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Angels Effect 

A Blast of light from the palm (10 foot blast)of the angels hand at a chosen target. on 1d20+modifyer if it hits the player has now gained visions of the angels making them suffer. During a rest the affected player must make a int save or there aliment changes

 

Actions

Angelic Wraith.  Brings one random party member to half there max HP for the rest of the battle

"ANGELS CANT DIE!!".  When at 10 % Hp replenish half the Mothers max hp 

Divine Slash. Melee Weapon Attack: +6 to hit, reach 10 ft., Any  target. Hit: 4 (6d# + 4) [slashing] damage. 

Holy onslaught. Melee Weapon Attack: +8 to hit, reach 5 ft., Any  target. Hit: 6(d6 + 4) [slashing] damage.  Once every 3 turns

Reactions

  Nice try. if the party attempts to sneak up behind her, Celestine reflects them with a barrier of light 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

What was once a peaceful mother who prayed every night now turned into an angel who only once world peace, but intends to make some suffer who wronged in life.

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.

Habitat: CoastalForestGrasslandHillUrban

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