Large Celestial, Lawful Good
Armor Class 20 (natural armor)
Hit Points 295 (21d10 + 180)
Speed 120 ft., Fly 150 ft.
STR
22 (+6)
DEX
29 (+9)
CON
25 (+7)
INT
21 (+5)
WIS
25 (+7)
CHA
18 (+4)
Saving Throws DEX +16, CON +14, WIS +14
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Godspeed Dance (Mythic Trait; Recharges after a Short or Long Rest). If Michael is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 50 hit points and gains 50 temporary hit points. In addition, Michael is surrounded in a gold and blue glow, leaving a trail of luminous feathers floating in his wake. For as long as Michael has temporary hit points from this feature, attack rolls against him have disadvantage unless he is incapacitated or his speed is 0.

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

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

Reactive. Michael can take one reaction on every turn in a combat.

Evasion. If Michael is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided it isn’t incapacitated.

Actions

Multiattack. Michael makes two seraphim blade attacks.

Seraphim Blade. Melee Weapon Attack+16 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) force damage plus 14 (4d6) radiant damage.

Teleport. Michael magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Folded Light (Recharge 5-6). Michael uses his seraphim blades to travel at lightspeed for short duration. He travels as far as he wants in a straight line towards a target and makes an attack. If he hits the attack then he can choose a different target and repeat this action. This movement does not provoke opportunity attacks. He can hit a maximum of seven times with this feature before it ends.

Flurry of Blades (Recharge 5-6). Michael makes a separate Seraphim Blade attack against all creatures within range.

Reactions

Parry. Michael adds 7 to his AC against one melee attack that would hit him. To do so, Michael must see the attacker and be wielding a melee weapon.

Legendary Actions

Michael 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. Michael regains spent legendary actions at the start of his turn.

Move. Michael uses his movement.

Attack. Michael makes one Seraphim Blade attack.

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2023 3:56:53 PM
8
1
--
Coming Soon
DarkTaiga

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