Large Celestial (Angel), Lawful Good
Armor Class 18
Hit Points 180 (19d10)
Speed 60 ft., Walk 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws WIS +10, CHA +9
Skills Insight +10, Perception +10
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 20
Languages Celestial, Common can understand and communicate telepathically within 120 feet
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Angelic Weapons. The celestial's weapon attacks are magical. When the celestial hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

 Innate Spellcasting. The celestial's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

 Aura of Dawn

The area within 30 feet of the celestial is filled with radiant light. Each creature of the celestial's choice within the aura (including the celestial) gains temporary hit points equal to your cleric level at the start of each of its turns. These temporary hit points last until the start of the celestial's next turn.

Divine Radiance

The celestial sheds bright light in a 30-foot radius and dim light for an additional 60 feet. Any creature hostile to you that starts its turn in the bright light must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, any magical darkness created by a spell of 8th level or lower is dispelled within the bright light.

Actions

At will: detect evil and good, daylight

3/day each: cure wounds, dispel magic

1/day each: flame strike, greater restoration

Actions

Multiattack. The celestial makes two attacks with its radiant longsword.

Radiant Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus (4d8) radiant damage.

Searing Bolt (Recharge 5-6). The celestial unleashes a searing bolt of radiant energy at a target it can see within 120 feet. The target must make a DC 17 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one. Additionally, the target is blinded until the end of its next turn.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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.

Description

Enter a general description for your monster here.

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.

Soultender

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