Large Celestial (Angel), Lawful Good
Armor Class 23 (Plate Armor)
Hit Points 580 (40d10 + 360)
Speed 150 ft., walk 50 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
25 (+7)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +16, CON +18, WIS +19, CHA +19
Skills Athletics +18, Perception +19, Performance +19, Persuasion +19
Damage Resistances Cold, Necrotic, Psychic
Damage Immunities Fire, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages All (telepathy 120 ft.)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Awareness. Ophelia knows if she hears a lie.

Holy Fire. When Ophelia deals fire damage, fiends and undead cannot benefit from resistance or immunity to fire damage.

Immutable Form. Ophelia is immune to any spell or effect that would alter her form.

Innate Spellcasting. Ophelia's spellcasting ability is Charisma (spell save DC 27). She can innately cast the following spells, requiring no material components:

Legendary Resistance (5/Day). If Ophelia fails a saving throw, she can choose to succeed instead.

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

Sacred Light of Lathander. The area within 30 feet of Ophelia is brightly illuminated with sunlight. Any magical darkness in the area is dispelled and any fiend or undead with in that area is blinded. At the start of Ophelia's turn, each creature of her choice within 30 feet of her takes 4d8 radiant damage.

Sunforged Weapons. Ophelia's weapon attacks are magical. When Ophelia attacks with any weapon, the weapon deals an extra 4d8 fire damage and an extra 4d8 radiant damage.

Actions

Multiattack. Ophelia can use her Lightbringer's Presence. She then makes three attacks with her Blazing Sunblade, Flamebearer's Staff or Ray of Sunlight. She then casts a spell or uses her cleansing touch.

Blazing Sunblade. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 24 (4d6 + 9) bludgeoning damage plus 18 (4d8) fire damage plus 18 (4d8) radiant damage. Each creature within 5 feet of the target also takes 4d8 fire damage.

Flamebearer's Staff. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 17 (2d6 + 9) bludgeoning damage plus 18 (4d8) fire damage plus 18 (4d8) radiant damage. If the attack hits a fiend or undead of CR 20 or less, it must succeed on a DC 27 Wisdom saving throw or is destroyed instantly, reduced to a pile of ash.

Ray of Sunlight. Ranged Spell Attack: +19 to hit, range 600ft., one target. Hit: 45 (8d8) radiant damage if the target is hostile or 45 (8d8) healing if the target is friendly.

Cleansing Touch.  Ophelia touches another creature. The target magically regains 72 (16d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Lightbringer's Presence. Ophelia's radiant appearance and righteous wrath induces fear and awe. Each creature of her choice within 120 feet of her must make a DC 27 Wisdom saving throw or is frightened for one minute.  At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success. Once the effect ends for a creature, it is immune to Ophelia's Lightbringer's Presence for the next 24 hours.

In addition, all light sources within 120 feet of Ophelia, such as torches or braziers, light up with sacred, eternal flames and are cleansed of any corruption. Each creature of Ophelia's choice within 30 feet of such a light source is considered blessed.

Sunfire Nova (1/day). Ophelia utters sacred words as first the sky, and then the world itself is set ablaze in an inferno of holy fire. Each creature within 120 foot of Ophelia must make a DC 27 Constitution saving throw, taking 72 (16d8) fire damage and 72 (16d8) radiant damage on a failure or half as much on a success. In addition, a creature is blinded until cured by lesser restoration or similar magic on a failed saving throw.

Moreover, any magical darkness in the area is dispelled and up to six Blades of Radiance manifest from the radiant blaze in locations of Ophelia's choice.

Even once the initial fire storm has died down, the sky continues to  blaze for one minute. While the sky is on fire, magical darkness cannot be created in the area by any means, Ophelia's Radiant Blades deal an additional 2d8 fire damage, and at the end of each of Ophelia's turns she can choose three locations on the ground within 120 feet of her. 10-foot radius lances or pillars of sunlight and fire start descending upon those locations. Any creature that is within the area of such a pillar at the start of Ophelia's next turn takes 4d8 radiant and 4d8 fire damage.

Bonus Actions

Radiant Blades. Melee Spell Attack: +19 to hit, reach 10 ft., one target. Hit: 18 (4d8) radiant damage. Ophelia manifests a radiant sword from a ray of sunlight in an unoccupied space within 60 feet of her. She then can move all Radiant Blades summoned by her up to 30 feet and make an attack with each of them.
Ophelia can have up to six Radiant Blades under her control at any given time. Once she reaches that limit, summoning a new blade causes another one of her choice to disappear. A Radiant Blade can be destroyed by dealing damage to it. It has 50 HP, an AC of 20, immunity to all conditions as well as to radiant, fire and psychic damage, and if it is forced to make a saving throw, it uses Ophelia's bonuses.

Reactions

Ophelia can take three reactions per round, although only one per turn.

Blade of Retaliation. When Ophelia takes damage, she can use her reaction to summon a Radiant Blade within 10 feet of the creature that dealt the damage and make an attack with the newly summoned blade.

Divine Abjuration. If Ophelia sees a fiend or undead within 120 feet of her casting a spell, she can force that creature to make a DC 27 Wisdom saving throw. On a failure, its spell fails and it takes 1d8 radiant damage per level of the spell it attempted to cast.

Parry. Ophelia adds +8 to her AC against one attack that would hit her. To do so, she must see the attacker and must be wielding a weapon.

Legendary Actions

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

Attack. Ophelia makes an attack.

Cleansing Touch. Ophelia uses her Healing Touch on a creature friendly to her or touches it and ends one spell of his choice that is affecting it.

Cast a Spell. Ophelia casts one of her spells.

Fiery Step. Ophelia magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Any creature of her choice within 10 feet of the target square must make a DC 27 Dexterity saving throw, taking 18 (4d8) fire damage on a failure or half as much on a success.

Blazing Glory (Costs 2 Actions). Ophelia shrouds herself with the flames of the sun. Each creature of her choice within 30 feet of her must make a DC 27 Dexterity saving throw, taking 18 (4d8) fire damage plus 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. In addition, a creature is blinded until cured by lesser restoration or similar magic on a failed saving throw.

Radiant Assault (Costs 2 Actions). Ophelia commands all Radiant Blades she has summoned to move up to 60 feet and makes one attack with each of them.

Description

An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Immortal Nature. An angel doesn't require food, drink, or sleep.

Solar. A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. Most of the few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

The Sword of the Sun

Lathander's steward and flamebearer, Ophelia is one of the few known solars. She appears as a golden-haired graceful yet athletic, slender woman clad in a white robe adorned with gold ornaments and a red sash. Sacred light shines from her at all times, light that is so bright that no darkness can quench it - undead and fiends are blinded and fatally burned by it. 

She usually carries a staff with a torch-like, richly decorated top in which the sacred flame burns brightly, driving away the darkness and blessing those in her vicinity. In addition, stories tell of beautiful songs she sang when she had descended upon a dark, corrupted mortal plane to bring healing and blessings, to enable a new beginning, a new dawn.

However, Ophelia also is a fierceful warrior - if she seens the need to fight, she summons a suit of golden plate armor as well as her blazing greatsword - and from rays of sunlight, more blades manifest and dance around her.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2024 4:44:41 PM
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Semako

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