Large Celestial (Angel), Lawful Neutral
Armor Class 30 Natural Armor
Hit Points 1000 (50d12 + 500)
Speed 50 ft., Fly 100 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +19, WIS +19
Skills Acrobatics +5, Animal Handling +7, Arcana +20, Deception +20, History +20, Insight +20, Intimidation +20, Investigation +10, Medicine +15, Nature +10, Perception +20, Performance +3, Persuasion +20, Religion +20, Survival +16
Damage Resistances Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 37
Languages All All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Angelic Weapons. The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra (4d8) radiant damage.

Death's Weapons. When the creature hits with a metal melee weapon, it deals an extra (4d8) necrotic damage.

Divine Awareness. The creature knows if it hears a lie.

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

Limited Magic Immunity. The creature can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sense Magic. The creature senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Regeneration. The creature regains 10 hit points at the start of its turn if it has at least 1 hit point.

Archangel's Gift. If the creature's hit points is reduced to 0, the creature is resurrected on the spot with all their hit points but may not be in combat for 24 hours.

Legendary Resistance (3/day). If Azrael fails a saving throw, he can choose to succeed instead.

Death's Vision. Azrael can see normally in darkness, both magical and nonmagical.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring only verbal components:
At will: Any spells below the 9th Level
3/day each: Meteor Swarm, Power Word Kill, Power Word Heal, Time Stop, True Resurrection

Actions

Aura of Death. A 50 ft. Radius extends out from Azrael rendering living creatures within range unable to heal and recover quickly. If a creature in the area would regain hit points, it must make a Constitution saving throw. On a failure, the creature regains no hit points. If the saving throw succeeds, the number of hit points regained is instead halved. Lasts 5 rounds.

Divine Scythe. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 50 (10d12 + 20) [Magical Slash] damage. 

Wings of Death. Azrael shoots feathers from his wings. Ranged Weapon Attack: +15 to hit, range 500 ft., up to 2 targets. Each Hit: 50 (5d12 + 20) [Magical Piercing] damage.

Summon Servant of Death. Azrael summons (1d6 +2) CR10 "Angel, Azrael's Servant" within a 30 ft. radius of him to help him fight or do other tasks.

 

 

Bonus Actions

Second Action. Azrael may make a second action instead of a Bonus Action

Heal Self. The creature magically regains (5d8 + CONmod) hit points.

Heal Ally. The creature magically heals (5d8 + CONmod) hit points.

Death's Wrath. Azrael enters a state of absolute rage for 5 rounds. Any creature hostile towards Azrael within a 100 ft. radius is immediately affected with Fear and their movement speed is halved for the duration of Death's Wrath. All of Azrael's damage is doubled and the Azrael's attack will always hit during this state (except instakills, where Azrael rolls with adv.).

Reactions

Parry. The creature adds its Proficiency Bonus to its AC against one melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon.

Angelic Shield. When a creature makes an attack against an ally of the creature, the creature grants a +2 bonus to the wearer's AC if the creature is within 15 feet of the wearer.

Legendary Actions

Azrael can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only one during another creature's turn (allies and foes). Azrael regains spent legendary actions at the start of its turn.

Scythe Attack (Costs 1 Action). Azrael makes a Divine Scythe attack.

Winged Attack (Costs 1 Action). Azrael makes a Wings of Death attack.

Reaping Gaze (Costs 2 Actions). Azrael stares into a creature's eyes, range 50ft. If the creature fails a DC 20 wisdom saving throw, it's hit points immediately drop to 0 and the creature's soul is torn apart, and the creature cannot be revived. If it succeeds in its saving throw it takes (5d6 + 5) [radiant] damage and (5d5 + 5) [necrotic] damage.

Guardian Angel (Costs 2 Actions). Azrael's allies regain all lost hit points along with an extra 50 hit points that last for 2 rounds (including when Guardian Angel was cast).

Call of the Dead (Costs 3 Actions). Azrael immediately summons (1d8+4) Soldiers of Death, "Archangel, Soldier of Azrael" (CR15)

Azrael may only use the following actions once a day:

Death's Domain (Costs 4 Actions). Azrael brings up to 25 creatures of his choice into/out of his domain (lair).

Death's Door (Costs 4 Actions). ALL creatures within a 50 ft. radius of Azrael with 50 or less Hit Points are immediately reduced to 0. 

Azrael may only use the following actions according to their restraints in []:

Eternal Rest (Costs 0 Actions) [Azrael may only do this to those whose time has come {Basically: CAN'T USE IN BATTLE}]. Azrael sends any amounts of creatures he targets into the Afterlife. (Reducing any creatures' hit points to 0 and extracting their soul) {This is mainly for plot as he is the angel of death. I didn't want him to be able to use Power Word Kill at will, but he has to be able to reap souls}

Azrael's Blade (Costs 5 Actions) [Azrael cannot attack creatures with a level/CR rating of 20 or lower with this weapon]. Azrael summons his true weapon, Mercy, a one-handed long sword ignited by Soulfire (does not count as fire damage), for the rest of battle. The sword is empowered by the Souls he has reaped. If a target dies to this sword, the Soulfire burn's the target's soul and absorbs it. Azrael may attack with this sword as an action.
 Melee Weapon Attack: +20 to hit, reach 15 ft., 1 target, Hit:310 (20d20+100) [Magical Slash] Damage.
Targets hit with this sword must make a DC 20 Const. saving throw. On a failure, target is ignited and take Hit:50 (5d10 + 50) Soulfire burn damage every round at the beginning of the creature's turn for 3 turns. On a successful one, the target is unaffected.
(*This weapon bypasses any damage resistances and immunities.). (*This weapon gains the damage boosts from Angelic Weapons, Death's Weapons, and Death's Wrath if active).
[*If you summon the sword and do not absorb at least one soul, The Soulfire will not ignite the next time it is summoned, and you must claim a soul to reignite it. Without the Soulfire, all damage immunities and resistances are effective, and the sword will deal non-magical slash damage]

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Azrael is the Archangel of Death. With the ability to reap souls from other creatures, he is tasked to bring the souls of the deceased to the afterlife. He comforts those who are in eternal grief of a loved one. As one of the most powerful beings in all the realms, he keeps a low profile while off duty living among the mortals in their Chaotic Land.

Lair and Lair Actions

Azrael's domain is a separate plain between the living and the dead yet an exact replica of where he goes: Purgatory.

Azrael's domain follows where he goes, however never surfacing unless called on. When called on, shadows envelope a 250 ft. by 250 ft. surface area with Azrael at the center. Anything within this area may be pulled to this separate plane of existence at Azrael's Will. Azrael can sense any and all things that occur within his domain.

Lair Actions

On initiative count # (20), Azrael takes a lair action to cause one of the following effects; Azrael can’t use the same effect two rounds in a row and must wait for one effect to end before using another (Azrael may cancel a previously casted effect):

  • For 3 rounds, Azrael may not move or take action, but all allies become inspired, roll with advantage, and may take an extra action for all effective rounds.
  • For 3 rounds, Azrael's movement speed is doubled. ALL creatures', that Azrael passes within a 5 ft. radius, hit points are reduced to 10.

Regional Effects

The region containing a Azrael’s lair is darkened, which creates one or more of the following effects:

  • (Hostile) Creatures' senses may only work in a 50 ft. radius around them (Darkvision and other magic enhancing senses is ineffective).
  • Foes within the Region become Frightened and Exhausted

Monster Tags: Angel

Yanarch

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