Medium Celestial (Angel), Lawful Neutral
Armor Class 16 Breastplate
Hit Points 142 (19d8 + 57)
Speed 30 ft., Fly 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws WIS +7, CHA +7
Skills Insight +14, Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120ft, Passive Perception 17
Languages All, Telepathy 120ft all, telepathy 120ft
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Angelic Weapons. The Valkyrie's weapon attacks are magical. When the Valkyrie hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage. (included in the attack)

Spellcasting. The Valkyrie spellcasting ability is Charisma spell save DC 15. The Valkyrie has following spells prepared:
At will: Detect Evil and good
1/day each: Crusaders mantle, revivify

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

Actions

Multiattack. The Valkyrie makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Slashing damage plus 9 (2d8) radiant damage

Healing Touch (2/day). The Valkyrie touches another creature or itself. The target magically regains 13 (2d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Valkyrie's Blessing (Recharge 6).  The Valkyrie blesses a creature of its choice within 30ft of it. the target gains 9 (2d8) temporary hit points, and has advantage on attack rolls until the end of its next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Monster Tags: Angel

WhiteWolf54

Comments

Posts Quoted:
Reply
Clear All Quotes