Large Celestial, Lawful Good
Armor Class 23 (natural armor)
Hit Points 300 (10d20 + 200)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
25 (+7)
CON
26 (+8)
INT
25 (+7)
WIS
26 (+8)
CHA
27 (+8)
Saving Throws STR +15, CON +15, CHA +15
Skills Perception +16
Damage Resistances Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

Divine Awareness. The Archangel knows if it hears a lie.

Innate Spellcasting. The Archangel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

Cantrips: Light, Spare the Dying, Sacred Flame, Guidance, 
At will: detect evil and good, invisibility (self only), lesser restoration, bless, 
3/day each: blade barrier, dispel evil and good, resurrection, Warding Bond,
Zone of Truth, Aura of Vitality, Spirit Guardians, Banishment,
1/day each: commune, Flame Strike, Command, Compelled Duel, Guardian of Faith

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

Actions

Multiattack. The Archangel makes two melee attacks.

Rod of Lordly Might: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) slashing damage plus 27 (6d8) radiant damage.
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to Attack and damage roll made with it. The rod has Properties associated with six different buttons that are set in a row along the haft. It has three other Properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a Bonus Action. A button's Effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod becomes a Flame Tongue as a fiery blade sprouts from the end opposite the rod's flanged head.

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to Attack and Damage Rolls made with it.

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to Attack and Damage Rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a Ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a Location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of Hit Points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is Paralyzed for 10 rounds. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is Frightened of you for 10 rounds. A Frightened target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. This property can't be used again until the next dawn. 
Proof of God: May act as a holy symbol. This whip is a mighty Symbol of goodness. A creature that is neither good nor evil in Alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

Flying Weapon. The Archangel releases its main weapon to hover magically in an unoccupied space within 5 feet of it. If the Archangel can see the weapon, the Archangel can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Archangel's hands. If the hovering weapon is targeted by any effect, the Archangel is considered to be holding it. The hovering weapon falls if the Archangel dies.

Trumpet of Truth: the horn causes any one who's hearing range can reach it, to tell the truth uncontrollably, no matter the will they possess. Its greatest ability is for it to resurrect the dead. Only seen when Gabriel is prepared for battle.

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

Ascension form. You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You are immune to radiant and necrotic damage.
  • You are immune to the charmed condition.
  • You have a +2 bonus to AC.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

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.

Teleportation (Costs 1 Action): The Archangel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Blinding Gaze (Costs 3 Actions): The Archangel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Description

History
Gabriel (Strength of God) is the messenger angel. Chief of the Principality, left hand of God, signals the start of battles with her trumpet (does not signal the final battle from revelations), once defeated Beelzebub in one on one combat, was tasked with destroying the Nephilim on Earth before the Flood.
Imbued with the virtue of: diligence

Personality
Gabriel is an extremely overprotective and kind-hearted protector and caretaker of children, who gets over-stressed very easily. Caring, motivated, likes getting things done and loves children. Don't get in her way or feel the consequences.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2023 5:52:23 PM
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Monster Tags: Angel

TheGreenJericho

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