Medium Celestial, Any Good Alignment
Armor Class 16 Natural Armor
Hit Points 95 (10d8 + 50)
Speed 30 ft.
STR
20 (+5)
DEX
13 (+1)
CON
20 (+5)
INT
19 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +11, CHA +11
Skills Insight +11, Perception +11
Damage Resistances Necrotic, Radiant
Damage Immunities Acid, Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened
Senses Truesight 120ft, Passive Perception 21
Languages All, Telepathy 120ft
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Divine Awareness. Advantage on Insight Check to discern a lie.

Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material or verbal components:

 

At will: detect evil and good, mage hand (the hand is invisible), [Tooltip Not Found] (self and up to one other creature only)

 

3/day each: shield of faith, Telekinesis

 

1/day: commune, dream,plane shift (self only), true resurrection

Legendary Resistance. (3/Day) If the Angel fails a saving throw, he can choose to succeed instead.

 

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

 

Regeneration. The Angel regains 10 hit points at the start of his turn. If Castiel takes force damage, this trait doesn’t function at the start of Castiel’s next turn. Castiel dies only if he starts his turn with 0 hit points and doesn’t regenerate.

 

Actions

 

 

Angel Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7)

If the target is a celestial or a fiend, it must make a DC 19 Charisma saving throw. On a failed saving throw, the target takes (5d12) force damage.

Sedating Touch. Melee Weapon Attack: +11, reach 5 ft., one creature. Hit: The creature falls unconscious for 1 hour. If the target takes damage, or someone uses an action to shake or slap the target awake, it wakes. Celestial, fiends, undead and creatures immune to being charmed aren’t affected by this attack.

Smite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) radiant damage and is permanently blinded. If this attack reduces the target to 50 hit points or fewer, and the target is a fiend that is not native to the plane of existence it is currently on, the Angel banishes it. The creature returns to its home plane.

Healing Touch (4/Day). Castiel touches another creature. The target magically regains 30 hit points and is freed from any curse, disease, poison, blindness, or deafness.

 

Legendary Actions

The Angel 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 regains spend legendary actions at the start of their turn.

 

Attack (Costs 2 Actions). The Angel makes an angel blade attack.

 

Detect. The Angel makes a Wisdom (Perception) check.

 

Teleport. The Angel innately casts the teleport spell, targeting only themselves.

Description

Angels are powerful celestial beings of light created by God and as of recently, the Nephilim Jack Kline, his grandson. They are responsible of maintaining Heaven and guard the souls of righteous humans. They power Heaven and at full potential they are imbued with considerable power. Angels also have connections to Prophets.

Angels are one of the most powerful entities in the series, generally outclassing most demons, monsters, ghosts, and other supernatural creatures with few exceptions.

Upon death, all angels are sent to a realm called The Empty, where they, along with all deceased demons, slumber for eternity.

Rumjal

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