Large Celestial, Neutral Good
Armor Class 22 (natural armor)
Hit Points 280 (10d20 + 200)
Speed 50 ft., Fly 150 ft.
STR
20 (+5)
DEX
26 (+8)
CON
24 (+7)
INT
25 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +15, WIS +15, CHA +17
Skills Perception +14
Damage Resistances Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 22 (41,000 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).

Cloak of Displacement: While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

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

Reactive. The Archangel can take one reaction on every turn in a combat.

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: Spare the Dying, Sacred Flame, Guidance, 

At will: detect evil and good, invisibility (self only), dominate monster, mass charm,
suggestion, lesser restoration, Calm Emotions, Hold Person, Counterspell,
Hypnotic Pattern, Bless, Cloud of Daggers, 

3/day each: blade barrier, dispel evil and good, resurrection, Conjure Barrage,
Otiluke's Resilient Sphere, Stoneskin, Wall of Force

1/day each: commune, Sanctuary, Hold Monster, Conjure Volley, 

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

Actions

Multiattack. The Archangel makes two melee attacks.

Angelic Avenger Dagger: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d4+8+3) slashing damage plus 27 (6d8) radiant damage.
Blessed: when the wielder hits a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. 
Angel's Might: This weapon deals an additional 2d4 radiant before your first kill in combat.
Angel's Sorrow: This weapon deals an additional 2d4 necrotic after your first kill in combat.
Angel's Peace: Damage type returns to radiant after combat.
Aura of Righteousness: While you hold the drawn dagger, it creates an aura in a 30-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.

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.

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 become an avatar of peace, which gives you the following benefits.

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • You are immune to radiant and necrotic damage.
  • You are immune to the charmed condition.
  • You have a +2 bonus to AC.
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Once you use this trait, you can't use it again until you finish a long rest.

Reactions

Parry. The Archangel adds 5 to its AC against one melee attack that would hit it. To do so, the Archangel must see the attacker and be wielding a melee weapon.

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
Zadkiel (Righteousness of God) is t
he angel of mercy. Chief of the dominions. Doesn’t always follow orders given to him. Zadkiel is probably the only Archangel who hasn’t been demoted after interfering with God’s will when he prevented Abraham from killing his son. (Maybe he had one of his subordinates take the fall or God forgave him) (possible traitor or only trustworthy ally?),
Imbued with the virtue of: humility
Archangel+dominion+principality+seraphim

Personality
Steadfast, dedicated, moral, and practical. He is against conflict and goes out of his way to stop or prevent it.

Monster Tags: Angel

TheGreenJericho

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