Angelic Protection. The angel gains an additional +10 to its Wisdom and Charisma saving throws (in addition to what's in the statblock), +5 to all other saving throws, and has immunity to effects that instantly kill or reduce ability scores or maximum hit points, as well as immunity to all diseases.
Aura of Dismissal. Any evil summoned creatures within 10 feet of the angel have a -1 to attack rolls.
Aura of Lesser Courage. Every creature of the angel's choice within 10 feet of it gains a +4 to saving throws against the frightened condition.
Aura of Protection. Every other creature of the angel's choice within 10 feet of it all gains a +4 bonus to any saving throws it makes.
Blind Fighting. The angel doesn't have disadvantage on attacks against creatures it can't see.
Channel Divinity (2/short rest). The angel has two channel divinity uses per short rest, which it can use on various effects.
Detect Evil. The angel can detect any evil creature, object, area, etc within 100 feet of it (and by spending an action it can enlarge this range to 360 feet for one round, but it can't detect evil creatures (except fiends and undead) within this enlarged range if they have 8 or less hit dice/levels), and knows just how evil and powerful it is (it can discern hit dice, spell level, item rarity, cleric or paladin level, creature type, etc). This power can be blocked by at least 1 foot of stone, 1 inch of non-lead metal, or any amount of lead. This power can even detect lingering auras of things no longer in the area. Fiends, evil clerics, and blackguards with 1 hit die/level, undead with 1-2 hit dice/levels, and other evil creatures with 1-10 hit dice/levels, as well as common evil magic items and evil spells of up to 1st level, leave a lingering aura for 1d6 rounds. Fiends, evil clerics, and blackguards with 2-4 hit dice/levels, undead with 3-8 hit dice/levels, and other evil creatures with 11-25 hit dice/levels, as well as uncommon to rare evil magic items and 2nd to 4th level evil spells, leave a lingering aura for 1d6 minutes. Fiends, evil clerics, and blackguards with 5-10 hit dice/levels, undead with 9-20 hit dice/levels, and other evil creatures with 26-50 hit dice/levels, as well as very rare or legendary evil magic items and 5th to 9th level evil spells, leave a lingering aura for 1d6*10 minutes. And fiends, evil clerics, and blackguards with 11+ hit dice/levels, undead with 21+ hit dice/levels, and other evil creatures with 51+ hit dice/levels, as well as evil artifacts and evil epic/quest spells, leave a lingering aura for 1d6 days. Lastly, by staring into the eyes of an evil creature within 100 feet of it, the angel can also automatically learn its name, nature, and general history, and the evil creature must make a DC 15 Charisma saving throw. On a failure, the angel learns its true name as well.
Divine Smite. Whenver the angel hits a creature with an attack, it can expand a spell slot to deal an extra 9 (2d8) radiant damage with a 1st level slot or 13 (3d8) radiant damage with a 2nd level slot, plus an extra 4 (1d8) radiant damage if the target is a fiend or an undead.
Innate Spellcasting. The angel can cast the following spells, using Charisma as its spellcasting ability (save DC 15):
at will: aid (affected creatures also get a +1 to all attack rolls and saving throws for 9 rounds which doesn't stack with bless spell), augury (the chance of failure never gets lower than 78%), clairaudience, clairvoyance, comprehend languages, detect evil and good, detect magic, detect thoughts (range 120 ft.), disguise self, hold person (5th level), know alignment, plane shift (outer planes only, unless requested by a god to go elsewhere), read magic, teleport (no chance of error)
1/day: cure wounds (3rd level)
2/week: remove disease (works on mummy rot)
Lay on Hands (56 HP/day). The angel can spend HP from its daily lay on hands pool on various features.
Magic Resistance. The angel has advantage on any saving throw it makes against spells and other magical effects.
Nonweapon Proficiencies. The angel has the following nonweapon proficiencies: animal handling (85%), animal lore (80%), animal training (all; 90%), blind fighting (100%), charioteering (95%), planar direction sense (95%), planar sense (85%), planar survival (all upper planes; 70%), running (60%), riding (land-based; 95%), swimming (100%), tracking (60%)
Paladin's Smite (1/day). The angel casts either divine smite, shining smite, or thunderous smite without expanding a spell slot.
Smite Evil (2/day). When the angel makes an attack against an evil creature, it can choose to add +4 to the attack roll, and on a hit the target takes an extra 7 damage.
Cleric Spellcasting. The angel is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The angel has following cleric spells prepared:
Cantrips (at will): guidance, spare the dying, thaumaturgy, virtue
1st level (at will): all
2nd level (3 slots): elation, lesser restoration, spiritual weapon
3rd level (3 slots): affliction, dispel magic, heart's ease, holy storm, revivify, spirit guardians
4th level (1 slot): banishment
Paladin Spellcasting. The angel is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The angel has following paladin spells prepared:
Cantrips (at will): (2 more)
1st level (at will): all
2nd level (3 slots): find steed (casting time action, 1/day free), shining smite, (8 more)
Celestial Reverence. The angel glows with intense light, drawing the attention of any mortal that can see it. Such mortals all have to make a DC 15 Wisdom saving throw. On a failure, good mortals are charmed by the angel and feel a need to protect it, while evil or neutral mortals are frightened and can't attack the angel while frightened in this way. If an affected evil mortal has less than 8 hit dice, it has to spend it's actions dashing away as if affected by the fear spell, until the angel is out of their sight. The duration of all these effects is 2d6+7 rounds.
Change into Creature. The angel polymorphs into any medium creature of its choice that has 7 or less hit dice. While polymorphed in this way, it loses its turn undead and cleric spellcasting, but gains all the actions (including multiattack), bonus actions, reactions, spells, and other special features of the chosen form. Its armor class and speeds are replaced by those of the chosen form. It's statistics (such as its hit points, proficiency bonus, special traits, and ability scores) otherwise remain the same. It doesn't get any class features, legendary actions, or lair actions that the new form has. It doesn't gain any items typically possessed by the new form, but it does get a mace and a sling if it can use them in the new form (it can't access these weapons in its true forms). The angel retains this action while transformed, which means it can as an action switch from one form to another, to an item, or go back to its real form.
Change into Item. The angel polymorphs into a medium magic or smaller object, usually a magic item (that isn't an artifact) of its choice. It chooses how the item looks. It retains its hit points, AC, senses, evil detection, and it's two "change into" actions as an item, but otherwise loses all its abilities. If the chosen item typically requires attunement, it still does, and if it typically doesn't, it still doesn't. Whenever an evil creature touches the item, it takes 1d12 radiant damage, continues taking this damage at the start of each of its turns while touching the item, and gains none of the item's properties. When a non evil creature touches the item, the angel can choose whever or not to grant it access to the item's properties, and can change that decision at any point. If a creature is chosen by the angel, it gains all the usual properties of the item (for example, a creature chosen by an agathinon polymorphed into a holy avenger will get all the properties and powers of a holy avenger). In addition to the item's usual properties, the chosen weilder gains the following extra benefits:
- You can cast any 1st level cleric spell of your choice. The spell requires its usual casting time and components, uses your Wisdom as its spellcasting ability, and doesn't consume a spell slot.
- You can use the turn undead cleric feature twice per short rest with a DC 15 saving throw. If an undead of CR 1/2 or lower fails its saving throw against this feature, it is instantly destroyed. If you're already a cleric of level 2 or higher, or a paladin of level 3 or higher, then instead of everything that was just described, you simply gain the turn undead channel divinity if you don't already have it, your number of channel divinity uses per short rest is increased to 2 if it isn't already higher, the DC of your turn undead is increased to 15 if it isn't already higher, and you gain the cleric's level 5 destroy undead feature if you don't already have it.
Since the angel retains its "change into" actions in item form, it can at will as an action change into another item, another creature, or back to its true form.
Distress Call. The angel sends a telepathic call to the nearest good magical creature or group of creatures (such as celestials, metallic dragons, etc), requesting immediate assistance or rescue. This has no maximum range, as long as there are any such creatures on the same plane as the angel (for example, if the closest good magical creatures are thousands of miles away, they'll hear the distress call).
Divine Smite. When the angel hits a creature with a melee weapon attack, it can expand a spell slot to deal extra radiant damage equal to the spell slot's level + 1 in d8s. Fiends and undead take an extra 1d8 from this. While the angel has infinite level 1 spell slots, it can only use smite with a level 1 slot up to four times per day.
Etherealness. The angel magically enters the ethereal plane, or leaves it if it's already there. This action only works in planes that can access the ethereal plane.
Channel Divinity: Turn the Unholy. Every undead or fiend that the angel can see within 30 feet of it must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the angel as it can, and it can't willingly move to a space within 30 feet of the angel. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action. An undead of CR 1/2 or lower that fails the saving throw is instantly destroyed, and an undead of CR 1 or higher that fails the saving throw immediately takes 18 (4d8) radiant damage that doesn't break the turning effect.
Lay on Hands: Cure Poison or Disease. The angel targers itself or another creature within its reach, and expands a number of its choice from its lay on hands HP pool, removing one poison or one disease of its choice from that creature for every 5 HP it spends. The angel can expand additional HP from its lay on hands pool when using this action to heal the creature (as described in the Lay on Hands: Healing bonus action) as well, up to a total limit of 35 HP spent for each use of this action.
Lay on Hands: Damage Undead. The angel expands a number of its choice up to 28 from its lay on hands HP pool and makes a melee attack roll against an undead creature within 5 feet of it (+7 to hit, and this attack ignores AC from armor, shields, or natural armor). On a hit, the angel deals that number as radiant damage to the undead.
Channel Divinity: Divine Sense (5/day free). The angel can detect any celestials, undead, fiends, or holy/unholy ground within 60 feet of it for the next 10 minutes.
Divine Sense - Attacking (1/short rest). The angel gets advantage on any attack rolls it makes against fiends or undead until the end of its next turn.
Channel Divinity: Harness Divine Power. The angel regains a 1st level spell slot (1/day this can be used to regain a 2nd level spell slot instead).
Lay on Hands: Healing. The angel touches a creature (which can be itself) within 5 feet of it and expands a up to 35 HP from its lay on hands pool to heal the target for the chosen amount. It can also expand 5 hit points from the pool to cure the poisoned condition from a creature.
Interception. When the angel or another creature within 5 feet of it is hit by an attack, the angel can reduce the damage by 8 (1d0+3).
Description
(Taken from 2e's Monstrous Compendium: Outer Planes Appendix)
The agathinons are the weakest, but also by far the most plentiful, of the angels, and can be found on every upper plane.
Foot Soldiers of the Heavens: If you've ever wondered who the soldiers of the angels' legendary armies of old were, since it can't all be the legendary devas and planetars, you have your answer. Due to their role as warriors and protectors of the heavens, most agathinons are paladins (although a few rangers are known to exist as well). They appear quite similar to elves in their natural form (but shine with opalescent glow and have a holy spark in their eyes), but are almost always in some other form instead. The agathinons faithfully serve their angelic superiors and constantly watch over the heavens, always vigilant against any potential thereat. This statblock represents the oftenmost of their power, as when an agathinon reaches 8th level it is usually promoted to deva status.
Master Shapeshifters: In their natural form the agathinons look similar to elves, with a bright opalescent glow and an angelic spark in their eyes (some have even theorized a possible connection with the first elves and Corellon, but no evidence to substantiate such a connection has been found). They're almost never found in their natural forms, however (and will NEVER fight in it, as it has no attacks on its own) - the agathinons shift and change as freely as the tides of Lunia. However, as creatures of law, they never take on a shape without reason, and will always respond to a situation with the most effective form to deal with it (they will typically avoid taking on the forms of evil creatures, however).
Emissaries of the Divine. When a hero on the material plane is taking on a quest of epic importance for the cause of good, the gods of law and good will sometimes send an agathinon angel, disguised as a sentinel magical item, to aid them on their quest. The angel will offer advice and direction in the darkest of moments, and assist in any way it can while keeping its true nature secret. In their dealings with mortals, agathinons tend to lack the arrogance common to their kin and view anyone fighting for the cause of goodness as a companion and comrade, but can be quite stern and unyielding.
Paladin Steed (heavy celestial warhorse):
Large celestial, LG
AC 18 (plate barding), HP 45 (5d10 + 10)
STR 19, DEX 12, CON 14, INT 6, WIS 12, CHA 8
Skills: perception +5
Saving throws: str +4 (+8 while within 10 feet of the agathinon), dex +1 (+5 while within 10 feet of the agathinon), con +2 (+6 while within 10 feet of the agathinon), int -2 (+2 whole within 10 feet of the agathinon), wis +4 (+8 while within 10 feet of the agathinon), cha +2 (+6 while within 10 feet of the agathinon)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold, lightning
Darkvision 60 ft.
Speed 120 ft.
Languages: celestial (can understand but not speak), telepathy (1 mile; can only be used to communicate with the agathinon angel)
Traits:
Endurance. The horse's Constitution is considered to be 18 for the purpose of going without eating or drinking, maintaining consecutive running or a long march, swimming for prolonged periods of time, exposure to extreme heat or cold, and holding its breath.
Evasion. Whenever the horse makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
Life Bond. While being mounted by the agathinon angel, whenever the angel is healed the horse receives the same amount of healing.
Low-Light Vision. Can see in dim light as if it were bright light, and sees twice as far as normal in dim light.
Magic Resistance. The horse has advantage on any saving throws it makes against spells and other magical effects.
Powerful Build. The horse's carrying capacity is 736/858.6/920 ibs, and it can drag up to 4,500 ibs at a speed of 5 feet per round. However, while carrying a medium load, its speed is reduced all the way to 40 feet, and 20 feet for a heavy load.
Scent. Can detect a creature by scent from up to 15 ft. if it's upwind, 30 ft. if there's no wind or if it's upwind but has a particularly strong smell, 45 ft. if it's upwind but has an overwhelming (game-affecting, for example ghouls) smell, 60 ft. if it's downwind or if there's no wind but it has a particularly strong smell, 90 ft. if there's no wind but it has an overwhelming smell, 120 ft. if it's downwind and it has a particularly strong smell, or 180 ft. if it's downwind and has an overwhelming smell. Can't detect a smell through water. This ability doesn't allow the horse to discern a creature's exact location (unless it's within 5 feet of it), only it's presence in the area, but the horse can expand all of its movement for a round (except 5 feet) in order to discern the exact location.
Smite Evil (1/day). When attacking an evil creature the horse can choose to, if it hits, deal an extra 5 damage with the attack. On a miss this ability is wasted for that day.
Steed. While being mounted by the agathinon angel, whenever the angel casts a spell that only targets itself the spell also affects the horse.
Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions:
Multiattack. 2 hoove attacks plus 1 bite attack.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Otherworldly Slam. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) radiant damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Run. The horse can attempt to move 360 feet on a turn. This has a 90% chance of succeeding, consuming its movement, action, and bonus action on a success, and at the end of the turn it has a 35% chance of becoming tired. The horse can also attempt to move 485 feet, which has similar rules but only a 70% chance of succeeding and a 40% chance of becoming tired. Lastly, the horse can attempt to move 605 feet, which has similar rules but only a 45% chance of succeeding and a 50% chance of becoming tired. If it becomes tired, it can't move more than 200 feet per turn (a normal dash) for the next 10 minutes.
Bonus Actions:
Healing Touch (1/day). Heals itself or another creature within 5 feet for 2d8+2 HP.
Celestial Virtues:
- Only use Distress Call in truly urgent situations, not for literally every fight.
- Avoid using manipulation when dealing with others, unless there's no other non-violent choice. As a result, typically try to avoid using mind-affecting effects (such as Celestial Reverence) on mortals unless the situation mandates it.
- Never lie, not even white lies.
- Never steal, not even from the dead.
- Can aid or even adventure with creatures who violate these tenets, but only if the angel tries to convince them to change their ways, and a line is drawn with evil creatures who cannot be allied with. But draw the line at endangering innocent lives, and never allow such a thing to take place.
- Never start a fight without first attempting diplomacy. The exception is evil opponents, which the angel is free to attack if it so wishes.
- Never harm an enemy who can't defend itself.
- Act with bravery and heroism.
- Never use poisons or ally with undead.
- Violating a virtue under magical compulsion still counts as violating that virtue.
- Act with responsibility.
- Respect legitimate authority.
- Never cast an evil spell or a spell that creates darkness, curses (such as bane), involves poisons, or uses negative energy (such as necrotic damage spells)
Comments