Angelic Weapons. The authority's weapon attacks are magical. When the authority hits with any weapon attack, the attack deals an extra 2d8 radiant damage (included in the attack).
Divine Sense. The authority knows the location of any fiend and celestial within 200 feet of it. The authority also knows if it hears a lie.
Angelic Presence. Any creature that sees the authority must make a DC 18 Wisdom saving throw. On a failure, the creature is frightened of the authority for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this authority's Angelic Presence for the next 24 hours.
Magic Resistance. The authority has advantage on saving throws against spells and other magical effects.
Multiattack. The authority makes two attacks, one with its morningstar or greatsword, and one with its bladed wings.
Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) radiant damage.
Bladed Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage.
Divine Authority (Recharge 5-6). The authority is filled with divine radiant power. All creatures in a 30-foot-radius sphere centered on the authority must make a DC 18 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a success.
Until the end of the authority’s next turn, all damage inflicted by the authority uses the highest number possible for each die instead of rolling the die. For example, instead of rolling 2d10 + 6 points of slashing damage, the authority inflicts 26 damage. The authority cannot recharge its Divine Authority until this effect ends.
Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) radiant damage.
The authority 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 authority regains spent legendary actions at the start of its turn.
Morningstar. The authority makes one morningstar attack.
Divine Flight (Costs 2 Actions). The authority can move up to half its flying speed without triggering attacks of opportunity.
Summon Choir (Costs 3 Actions). The authority calls for the assistance of the lesser angels of the angelic court. The authority summons 1d4-1 (minimum of 1) lesser angels. They resemble disembodied infant heads with white feathered wings. They use the stat block of the angel but have an AC of 12 and 1 hit point.
Description
They are a large and made of metal, carved into heavy armor. They have multiple faces carved into the armor with weapons for hands, their wings are made of blades.
Authoritys don't do much else than fight for their god/s, that is why they look like this.
Authority Tactics:
- The authority is a traditional tank with high HP, high AC, and few but heavy-hitting attacks.
- Compared to monsters from a similar CR, the authority makes fewer attacks per round. This is compensated by those attacks hitting harder, especially when using Divine Authority.
- Morningstar attacks are saved for enemies that are not within the range of the greatsword, but also ensure that the authority gets attacks of opportunity in a 15-foot radius, making it extremely hard for the party to maneuver around the authority.
- As long as there is someone within range of their greatsword, the authority will choose it over its morningstar because of its higher damage.
- Divine Authority is a powerful ability and offers the authority a huge power spike when it's active. It’s similar to a dragon’s breath, except it can be targeted to inflict maximum damage to one specific party member.
- The authority will use Divine Flight to get away from trouble, take a more advantageous position, or bridge the gap between itself and ranged opponents.
- The authority will use Summon Choir after dipping below half of its HP to change the rhythm of battle and get some support. This ability should be used sparingly, but the authority will use it again when it’s close to death’s door as a last-ditch effort to turn the tide of battle.
Authority Encounter Tips:
The Authority is designed to come into a fight with no other minions or low level monsters to help it. Particularly squishy parties can have a hard time with this monster as-is because of its very heavy-hitting attacks, so plan accordingly as a GM.
The Authority is designed as a sort of mirror to a dragon. Where a dragon gets its power by delivering several attacks per round and heavy AoE damage, the authority concentrates on few single-target attacks that hit hard.
Divine Flight can be used in two ways. You can keep the fight interesting by having the authority move from time to time, forcing the party to readjust instead of being able to stay put for the entirety of the encounter whaling on the monster, but this should be used sparingly so as not to make the fight feel like a prolonged game of cat and mouse. The second use for Divine Flight is to bridge the gap between the authority and a ranged combattant. If the wizard is feeling particularly safe slinging spells from 30 feet away, you can fly the authority 15 feet forward and use the morningstar to put the fear of god(s) into them. Now the wizard is within the authority’s attack of opportunity radius!
Summon Choir is a powerful ability that shifts the priorities of the party mid-battle. Use it once they’ve gotten into a rhythm of whaling on the authority in order to switch the mood of the fight. The lesser angels are easy to dispatch, having low AC and just 1 hit point, but if left unchecked they’ll heal the authority while inflicting damage to the party, or worse, buffing the authority’s saving throws and already-devastating attacks. Don’t be afraid if the party quickly dispatches the second round of lesser angels now that they know how they work, and don’t worry about making them particularly hard to hit. If that wizard uses a fireball to get all of the lesser angels that have spawned before they can heal the party, make that an incredible moment that the wizard can be proud of for many sessions to come.
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