Medium Celestial, Lawful Good
Armor Class 30 (natural armor)
Hit Points 90 (10d8 + 45)
Speed 120 ft., (hover)
STR
6 (-2)
DEX
22 (+6)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws WIS +8, CHA +9
Skills Perception +7
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages understands Celestial but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Celestial Nature. The light can't be affected or possessed by malicious entities and spells, nor can it be charmed or frightened.

Innate Spellcasting. The light's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

Ethereal Form. The light can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Aura of Goodness. The light continuously emits an aura of soothing light in a 10-foot radius. Any good-aligned creature in this aura gains advantage on saving throws against being charmed or frightened.

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

Spell Immunity. The light is immune to spells of 6th level or lower.

Actions

Radiant Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 5) radiant damage.  If the target is an evil creature, it takes an additional 10 (3d6) radiant damage.

Flicker. The light can momentarily phase out of reality, becoming insubstantial. While in this state, it is immune to all damage, effects, and spells, and it can pass through solid objects. This state lasts for 1 minute or until the light dismisses it (no action required). Once this ability is used, it can't be used again until the light completes a short or long rest.

Bonus Actions

Reshape Form. The light can transform its shape, altering its appearance while retaining its stats and abilities. This doesn't grant it additional capabilities, but it can adjust its form in ways that are artistically pleasing or that convey its emotions and intentions.

Reactions

Energy Burst. When hit by a melee attack, the light can unleash a burst of radiant energy. Each creature within 10 feet of it, excluding other celestial creatures, must make a DC 15 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.

Description

These energy creatures, swirling mists of light that shift shape constantly, are champions of good. Deep inside a light, rainbow colors change rapidly and randomly. Some reports imply that each good-aligned viewer sees in a light a memory of his finest moment in life, whereas evil viewers see the better life they might have led, had they made better choices long ago. These reports remain unconfirmed.

Monster Tags: Angel

Dracopolis

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