Medium Fiend (Angel), Any Evil Alignment
Armor Class 18 (plate)
Hit Points 142 (15d8 + 75)
Speed 30 ft., Fly 90 ft.
STR
21 (+5)
DEX
19 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws STR +9, DEX +8, CHA +9
Skills Deception +9, Perception +8
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages All, Telepathy 60 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Lesser Legendary Resistance (3/Day). If the angel fails a saving throw, it can choose to re-roll the save and must use the new roll.

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

Regeneration. The angel regains 20 hit points at the start of its turn. If the angel takes force, radiant, or necrotic damage, this trait doesn’t function at the start of the angel’s next turn. The angel dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The angel makes two melee attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage plus 18 (4d8) necrotic damage.

Slaying Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) necrotic damage. If the target is a creature that has 50 hit points or fewer, it must succeed on a DC 10 Constitution saving throw or die.

Innate Spellcasting. The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, chill touch (2d8), inflict wounds

1/day each: dispel magic, blight

Bonus Actions

Horrid Touch (3/Day). The angel touches one creature within 5 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 4 (1d8) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The angel can take 2 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 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.

Searing Burst (Costs 2 Actions). The angel emits magical, fiendish energy. Each creature of its choice in a 10-foot radius must make a DC 17 Dexterity saving throw, taking 7 (2d6) cold damage plus 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Withering Gaze (Costs 2 Actions). The angel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 17 Constitution saving throw or take 16 (3d10) necrotic damage and have its speed reduced by 10 feet until the end of its next turn.

Monster Tags: Angel

OctopuswithFish

Comments

Posts Quoted:
Reply
Clear All Quotes