Medium Celestial (Angel), Lawful Good
Armor Class 18
Hit Points 500 (50d20 + 100)
Speed 100 ft., Walk 50 ft.
STR
29 (+9)
DEX
21 (+5)
CON
28 (+9)
INT
23 (+6)
WIS
28 (+9)
CHA
24 (+7)
Saving Throws STR +15, WIS +15
Skills Intimidation +31, Religion +32
Damage Resistances All
Damage Immunities Poison, Psychic, Radiant
Condition Immunities Blinded, Charmed, Poisoned, Prone, Unconscious
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 18
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting: The angel's spellcasting ability is Wisdom (spell save DC 19, + 10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, guidance, light, mending, message, thaumaturgy
  • 1/day each: banishment, dispel evil and good, flame strike, greater restoration, healing word (5th level), shield

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

Magic Weapons: The angel's weapon attacks are magical.

Actions

Multiattack: The angel makes two melee attacks and one ranged attack.

Longsword: Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 40 (10d12 + 20) slashing damage plus 30 (4d12) radiant damage.

Radiant Bow: Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 35 (10d10 + 15) piercing damage plus 30 (4d12) radiant damage.

Healing Touch (2/Day): The angel touches another creature. The target magically regains 15 (3d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

 

Legendary Actions

The angel can take 1 legendary action, 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 angel regains spent legendary actions at the start of its turn.

  • Teleport: The angel magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
  • Radiant Burst (Costs 2 Actions): The angel emits a burst of radiant energy. Each creature within 30 feet of the angel must make a DC 19 Dexterity saving throw, taking 40(4d20) radiant damage on a failed save, or half as much damage on a successful one.
  • Command Celestial (Costs 4 Actions): The angel targets one celestial it can see within 30 feet of it. The target must succeed on a DC 19 Charisma saving throw or follow the angel'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

Name Date Modified Views Adds Version Actions
6/29/2023 7:59:52 PM
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7/6/2023 3:26:35 AM
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7/6/2023 3:45:53 AM
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Coming Soon
RICKTHESTIK

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