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.
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.
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.
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