Medium Celestial, Any Alignment
Armor Class 18 Natural armor
Hit Points 300 (24d12 + 144)
Speed 30 ft., fly 120 ft.
STR
23 (+6)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
19 (+4)
CHA
23 (+6)
Saving Throws INT +12, WIS +11, CHA +13
Skills Intimidation +14, Perception +14
Damage Resistances Bludgeoning, Fire, Piercing, Radiant, Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120ft, Passive Perception 20
Languages Celestial, Common
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Devil’s Sight. Magical darkness doesn’t impede Vira's darkvision.

Flyby. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Corrupted Weapons. Vira's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).

Legendary Resistance (3/Day). If Vira fails a saving throw, she can choose to succeed instead.

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

Zariel's Chosen. If Vira is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 200 hit points. When this is triggered, creatures within a 20ft radius around Vira must make a DC 18 saving throw or take  20 (5d8) fire damage. 

Actions

Multiattack. The angel makes two attacks with its scythe. It can substitute Horrid Touch for one of these attacks.

 Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Horrid Recharge - Recharge 5. Melee Weapon Attack +17 to hit, range 10ft., one creature. Hit: 44 (8d10) necrotic damage, and Vira  regains 27 (6d8) hit points.

Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see

Legendary Actions

Vira 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. Vira regains spent legendary actions at the start of her turn.

 Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Teleport. Vira uses her Teleport action.

Mythic Actions

If the Vira's Zariel's Chosen trait has activated in the last hour, she can use the options below as legendary actions

Immolating Gaze (Costs 2 Actions). Vira turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) fire damage.

Spear of Avernus (Costs 3 Actions). Small portals of Avernus open, shooting out 4 fiery spears . Each spear hits a creature of Vira's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

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
9/12/2023 2:54:30 AM
7
1
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Coming Soon
OHNENUNDRA

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