Innate Spellcasting: The archangel's spellcasting ability is Strength (spell save DC 20, + 12 to hit with spell attacks). The archangel can innately cast the following spells, requiring no material components:
- At will: detect evil and good, guidance, light, mending, message, thaumaturgy
- 3/day each: banishment, dispel evil and good, flame strike, greater restoration, healing word (5th level), shield
- 1/day each: commune, control weather, divine word, geas, hallow, raise dead
Magic Resistance: The archangel has advantage on saving throws against spells and other magical effects.
Magic Weapons: The archangel's weapon attacks are magical.
Multiattack: The archangel makes two melee attacks or two ranged attacks.
Longsword: Melee Weapon Attack: + 11 to hit, reach 5 ft., one target. Hit: 50 (5d20) slashing damage plus 30 (5d12) radiant damage.
Sword of Judgement (4/Day): The principality can use this skill to increase the damage dealt to a target by a successful hit by 40d10 radiant damage, or 5d10 radiant damage if it is a fiend or undead. This effect lasts for one minute. Furthermore, whenever an evil creature is hit by an attack while this skill is in effect, it must make a DC 22 wisdom saving throw or be cursed for four minutes. During the curse's duration, it has disadvantage in all attack rolls and damage rolls and dexterity, strengh, constitution and charisma saving throws.
Radiant Bow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 45 (8d10) piercing damage plus 30 (5d12) radiant damage.
Healing Touch (4/Day): The archangel touches another creature. The target magically regains 30 (6d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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.
- Teleport: The archangel magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
- Radiant Burst (Costs 1 Actions): The archangel emits a burst of radiant energy. Each creature within 30 feet of the archangel must make a DC 20 Dexterity saving throw, taking 30 (5d8) radiant damage on a failed save, or half as much damage on a successful one.
- Command Celestial (Costs 2 Actions): The archangel targets one celestial it can see within 60 feet of it. The target must succeed on a DC 20 Charisma saving throw or follow the archangel's command on its next turn.
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.
Previous Versions
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7/6/2023 3:45:59 AM
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