Large Celestial, Lawful Good
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws INT +15, WIS +17, CHA +18
Skills Perception +16, Persuasion +18, Religion +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. Zariel's weapon attacks are magical. When Zariel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Zariel knows if she hears a lie.

Truesight. Zariel can see through normal and magical darkness, Invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and percieve the original form of a shapechanger or a creature that is transformed by magic. Furthermore Zariel can see into the ethereal plane.

Legendary Resistance (3/day). If Zariel fails a saving throw, she can choose to succeed instead

Innate Spellcasting. Zariel's spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only), guiding bolt, sacred flame, crusaders mantle

3/day each: blade barrier, dispel evil and good, resurrection, beacon of hope, heal (9th level)

1/day each: commune, control weather, holy aura, Sunburst

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

Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes Psychic damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Zariel makes two attacks with the Sword of Zariel, and one attack with either Sacred Flame or Guiding Bolt.

Sword of Zariel. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage, (2d8) radiant damage plus 27 (6d8) additional radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Zariel releases her sword to hover magically in an unoccupied space within 5 feet of her. If Zariel can see the sword, Zariel can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Zariel's hands. If the hovering sword is targeted by any effect, Zariel is considered to be holding it. The hovering sword falls if Zariel dies.

Healing Touch (4/Day). Zariel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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

Lulu's Call. Zariel blows a golden trumpet to summon her war mount, A Hollyphant named Lulu

Legendary Actions

Zariel 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. Zariel regains spent legendary actions at the start of her turn.

Teleport. Zariel uses her teleport action

Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) Radiant damage.

Searing Burst (Costs 2 Actions). Zariel emits magical, divine energy. Each creature of her choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Zariel targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

Harukka

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