Spellcasting
The Angelic Sentinel is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Angelic Sentinel has the following spells prepared:
Cantrips (at will): Light, Sacred Flame, Thaumaturgy
1st level (4 slots): Bless, Shield of Faith
2nd level (3 slots): Lesser Restoration, Hold Person
3rd level (3 slots): Daylight, Spirit Guardians
Aura of Protection
Allies within 10 feet of the Angelic Sentinel gain an advantage on saving throws against spells and resistance to radiant and necrotic damage.
Wings of Light
The Angelic Sentinel has a flying speed of 60 feet.
Multiattack
The Angelic Sentinel makes two Radiant Longsword attacks.
Radiant Longsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 slashing damage plus 13 radiant damage.
When the Angelic Sentinel hits an evil creature, it can deal an extra 13 radiant damage (once per round).
Shield of Faith
As a bonus action, the Angelic Sentinel can grant +2 AC to itself or an ally for up to 10 minutes (concentration).
Healing Touch (1/Day)
Allies within 10 feet gain advantage on saving throws against spells and resistance to radiant and necrotic damage.
Description
The Angelic Sentinel is a majestic celestial being, exuding an aura of divine protection and unwavering resolve. Clad in radiant armor that gleams with a soft golden light, it stands as a guardian against darkness and evil. Its magnificent wings, resembling delicate feathers of pure light, grant it the ability to soar gracefully through the air.
With piercing eyes that reflect wisdom and compassion. In one hand, it wields a longsword imbued with radiant energy, capable of striking down foes with both slashing and divine damage. Its presence inspires courage in allies and instills fear in those who oppose its sacred mission.
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.
Previous Versions
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