Large Humanoid (Angel), Lawful Good
Armor Class 25 (studded leather)
Hit Points 470 (13d8 + 26)
Speed 65 ft., Fly 50 ft.
STR
25 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
30 (+10)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +15, DEX +12, CON +13, INT +18, WIS +12, CHA +13
Skills Arcana +19, Athletics +17, History +19, Perception +16, Religion +19, Stealth +22
Damage Vulnerabilities Thunder
Damage Resistances Necrotic, Psychic
Damage Immunities Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Truesight, Passive Perception 18
Languages All, Thieves' Cant
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

 Angelic Weapons. Cellis weapon attacks are magical. When Cellis hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness.Cellis knows if he hears a lie.

Cunning action each of its turns, Cellis can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If Cellis is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Cellis instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Magic Resistance. Cellis has advantage on saving throws against spells and other magical effects.

Spellcasting. The Cellis is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Cellis can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, Teleport, Detect good or evil

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): Project Image 

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*Cellis casts these spells on itself before combat.

Sneak Attack (1/Turn). Cellis deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and Cellis doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Cellis makes three attacks with its Longsword or two Longsword attacks and one cantrip.

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

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, Teleport 

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

Bonus Actions

Psychic Step. Cellis magically teleports to an unoccupied space it can see within 60 feet of it.

Reactions

Uncanny Dodge. Cellis halves the damage that it takes from an attack that hits it. Cellis must be able to see the attacker.

Description

Cellis is one of the four legendary heroes that has prevented several potential apocalypse's. Cellis is in charge of the Blackreach Company a professional group of highly skilled warriors and magicians. Cellis is 6'2 well built with pure white hair as aside affect of induced trauma from his profession,he is highly intelligent and cunning. Cellis was trained by the finest of Archmages,and gladiators he can easily outmatched any who get in His way. Gifted the boon to become angelic from Ioun to be act as her eyes for eternity.

Dm side note: Keep cellis as mysterious and straight forward but not too revealing on information to the players that is unnecessary,he will Almost never talk in person he will send out Devas to carryout messages or tasks, unless his goddess tells him to.If the players are feeling overly bold and decided to attack him ,Cellis is surrounded by 4 Planetars under the affect of Greater invisibilityif he is in Blackreach or in public at all times,unless said so. He has connections to many guilds,businesses and contractors lawful or otherwise. Cellis despises Devils and thoes with a lack of discipline and elegance but will still cooperate with them aslong they are competent and efficient but never demons for part of his Anglican vow is to seek and destroy demons on site . Cellis has a contingency for every moment he is in or out of his office. If Cellis does die his soul will go to whichever God has given the boon to be decided if he should be resurrected, the Blackreach Company will be significantly weakened by his absence in terms of strategy, and silent leadership, although the Guild is still very skilled and dangerous by it self.

Lair and Lair Actions

While cellis  is in Blackreach he can take lair actions as long as he isn’t incapacitated.

On initiative count 20 (losing initiative ties), Cellis can take one of the following lair action options, or forgo using any of them in that round:

Until initiative count 20 of the next round, cellis can pass through solid walls, doors, ceilings, and floors as if they weren’t there.

Cellis targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until cellis chooses to end the effect, or until Strahd uses this lair action again.

Cellis instantly knows the locations and health of all other creatures Inside the BlackreachHQ. He knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently 

Cellis instantly teleports to any location  Inside the HQ's premises If the space he chooses  if his destination is already occupied, Cellis appears in the closest unoccupied space to it instead

Cellis telepathically communicates with any number of creatures at once, provided they’re all inside the HQ's premises.

Cellis targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Cellis and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Cellis commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2022 12:46:49 AM
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2/6/2022 5:40:34 AM
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2/6/2022 7:54:46 AM
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2/6/2022 7:57:11 AM
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5/13/2023 5:23:41 PM
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Monster Tags: Angel

Habitat: Urban

Demi_Caligula

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