Large Celestial, Chaotic Good
Armor Class 23 (natural armor)
Hit Points 310 (10d20 + 200)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
28 (+9)
CON
26 (+8)
INT
22 (+6)
WIS
27 (+8)
CHA
23 (+6)
Saving Throws STR +15, DEX +16, CON +15
Skills Perception +16
Damage Resistances Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 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, Heroism, Blade Ward,

At will: detect evil and good, invisibility (self only), locate object, lesser restoration,
Bless, Aid, Conjure Barrage, 

3/day each: blade barrier, dispel evil and good, resurrection, Conjure Volley, 

1/day each: commune, wish, Meteor Swarm, 

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

Actions

Multiattack. The Archangel makes two melee attacks.

Radiant Naginata: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 10 (1d10+3) slashing damage plus 27 (6d8) radiant damage
Best Defense: You deal double damage on any charge attack and you deal x3 damage on critical hits.
Brilliant Shine: You can use a bonus action to speak this magic weapon's command word, causing a searing light to erupt from the blade. The light glows a deep warm yellow in the center of the blade sharpening to a brilliant white at the edge of the blade's cutting surface, and sheds bright light in a 40-foot radius, and dim light for an additional 40 feet. While the weapon is incandescent, it deals an extra 2d6 radiant damage to any target it hits. The radiance lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Discharge: Holds six charges that can be expended to cast certain spells through the weapon. Using an action:
Two charges: to cast lightning bolt as a 4th level spell,
Four charges: to cast chain lightning as a 7th level spell.
After using this feature, all successful attacks made with this weapon during the next round deal an additional 2d10 lightning damage. All charges are regained at dawn.
Taking Care of Things: While holding the weapon, you gain proficiency on Nature and Intimidation checks; if you are already proficient in one or both of these skills, you gain advantage on rolls for that skill you're proficient with. You cannot be charmed or frightened while you’re attuned to this magic weapon. You also gain a burrowing speed of 10 feet.

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 sword, 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 sword is targeted by any effect, the Archangel is considered to be holding it. The hovering sword 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 gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • You are immune to radiant and necrotic damage.
  • You are immune to the charmed condition.
  • You have a +2 bonus to AC.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this trait, 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
The war angel. Chief of the power, rival to Michael as most powerful warrior,

Imbued with the virtue of: charity
Archangel+seraphim+principality+power

Personality
He is extremely sarcastic and likes to make fun of his brethren, often coming up with very smart-mouthed remarks. Although Haniel is considered the funniest of the angels, Camael is the most sarcastic. He is also the most relentless of the Archangels, his relentless ferocity makes him a deadly fighter. His temper, in a way, gives him a boost in his skills which helps him out in battle. The problem though, is he often gets into situations without thinking. Despite all this, Camael does have a soft side, (though it is rarely, if ever, displayed). Though he would never admit it, he is a very good person and loves his brethren and God dearly. He would do anything to protect them, but he would never admit it in order to stay "hardcore" and to protect his pride. He tends to have a soft side for animals, which he adores. On rare occasions he even has a soft side towards Uriel. Being the leader of the powers, he does not let his warrior angels do all the fighting, but joins them on the frontlines. His “mission” is to bring peace to the world and as such he protects the world from fear and negative energies. Quite randomly he is also good at finding things. He knows where lost objects are located and can be a real problem solver.

Monster Tags: Angel

TheGreenJericho

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