Large Celestial (Angel), Lawful Evil
Armor Class 21 Natural Armor, Shield
Hit Points 210 (20d10 + 100)
Speed 40 ft., Fly 90 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws STR +10, WIS +10, CHA +11
Damage Vulnerabilities Necrotic
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Innate Spellcasting: The Angel Lord's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The Angel Lord can innately cast the following spells, requiring no material components:

 

  • At will: Detect Evil and Good, Dispel Magic, Lesser Restoration
  • 3/day each: Blade Barrier, Dispel Evil and Good, Flame Strike
  • 1/day each: Earthquake, Sunburst

 

Magic Resistance: The Angel Lord has advantage on saving throws against spells and other magical effects.

Magic Weapons: The Angel Lord's weapon attacks are magical.

Divine Awareness: The Angel Lord knows if it hears a lie.

Legendary Resistance (3/Day): If The Angel Lord fails a saving throw, it can choose to succeed instead.

Mythic Resistance: When The Angel Lord drops to 0 hit points, instead of dying, it regains 200 hit points and undergoes a transformation, entering its True Form. Any conditions or effects currently affecting The Angel Lord end when it transforms. This transformation can only happen once per battle.

Actions

Multiattack. The Angel Lord makes three attacks with its Heavenly Greatsword.

Heavenly Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) radiant damage.

Radiant Burst (Recharge 5–6): The Angel Lord releases a burst of searing light. Each creature of its choice within 30 feet must make a DC 21 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (3/Day): The Angel Lord touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Wings of Grace: As a bonus action, The Angel Lord can unfurl its wings, shedding dim light in a 10-foot radius until the start of its next turn.

Heavenly Vigilance: The Angel Lord uses a bonus action to heighten its senses, granting it advantage on the next Perception check it makes before the end of its next turn.

Divine Poise: The Angel Lord takes a moment to center itself, allowing it to maintain concentration on a spell with greater ease. If The Angel Lord needs to make a Constitution saving throw to maintain concentration on a spell before the start of its next turn, it can roll 1d4 and add the result to the saving throw.

Reactions

Opportunity Attack. Makes an attack of Opportunity.

Legendary Actions

The Angel Lord 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. The Angel Lord regains spent legendary actions at the start of its turn.

  • Teleport. The Angel Lord magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Blinding Gaze (Costs 2 Actions). The Angel Lord's targets one creature it can see within 30 feet. The target must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
  • Divine Judgment (Costs 3 Actions). The Angel Lord casts Flame Strike.
Mythic Actions

When The Angel Lord's Mythic Resistance is activated, it transforms into its True Form:

True Form of Retribution. The Angel Lord's skin turns a gleaming silver, its wings double in size, and its eyes burn with divine fury. The Angel Lord gains the following benefits:

Divine Radiance. All creatures of The Angel Lord's choice within 30 feet must succeed on a DC 22 Constitution saving throw at the start of their turns or be blinded for 1 minute. They can repeat the save at the end of each of their turns to end the effect.

Heavenly Smite. The Angel Lord's Heavenly Greatsword now deals an additional 14 (4d6) radiant damage on a hit.

Divine Wave (Recharge 5-6). The Angel Lord releases a 60-foot cone of divine energy. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much on a successful one.

Wings of Fury (1/Day). The Angel Lord can make a special attack with its wings. All creatures within 15 feet must succeed on a DC 22 Strength saving throw or be knocked prone and take 32 (6d8 + 6) bludgeoning damage. Creatures that succeed on the saving throw take half damage and are not knocked prone.

Mythic Legendary Actions: The Angel Lord gains one additional legendary action while in True Form, which can be used to perform one of the following:

  • Heavenly Smite (Costs 2 Actions). The Angel Lord makes one Heavenly Greatsword attack. On a hit, the attack deals an additional 21 (6d6) radiant damage.
  • Mass Healing (Costs 3 Actions). The Angel Lord channels divine energy to heal itself and all allies within 30 feet for 60 hit points each.
  • Judgment from Above (Costs 3 Actions). The Angel Lord calls down divine energy in a 10-foot radius, 40-foot-high cylinder centered on a point within 120 feet. Each creature in the area must make a DC 22 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much on a successful one.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2024 11:57:29 PM
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8/16/2024 12:02:29 AM
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Studog26

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