Medium Humanoid (Human), Lawful Good
Armor Class 22 Magical Plate Armor + Shield
Hit Points 327 (25d10 + 125)
Speed 40 ft., unmounted, doubled while mounted , Fly 100 ft. mounted on Pegasus
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +14, WIS +11, CHA +13
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120ft., can see through magical darkness., Passive Perception 13
Languages Celestial, Common, Draconic, Primordial, Sylvan
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Divine Smite. Whenever the Celestial Paladin hits with an attack, it can expend a spell slot or a use of his Legendary Action to gain 2d8 radiant damage +1d8 for every spell level above 1st. If the creature is non-good aligned it takes an additional 1d8 radiant damage.

Magical Weapons. All attacks from the Celestial Paladin are considered magical for the overcoming of non-magical resistances.

Celestial Resistance. The Celestial Paladin has advantage on saving throws against Cleric, Paladin and Warlock spells.

Aura of Divinity. The Celestial Paladin and his allies within 30 ft. gain several benefits while he's conscious. They receive half damage from spells and racial traits, gain +5 to any saving throw they make, and gain the damage and condition immunities from the Celestial Paladin.

Celestial Arsenal. The Celestial Paladin can conjure or dismiss his Lance, Long Sword, Shield, War Horse or Pegasus, no action required.

Divine Mount. The Celestial Paladin's conjured mount cannot be subjected to damage or targeted for an attack.

Legendary Resistances (3/day). Whenever the Celestial Paladin fails a saving throw, it can choose to succeed instead.

Divine Body. The Celestial Paladin cannot be diseased. Once per day when their hit points are reduced to 0, they instead hold on to life and are restored to 50 hit points.

Spellcasting. The Celestial Paladin is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Celestial Paladin has following Paladin spells prepared:
1st level (4 slots): Bless, Cure Wounds, Knight's Heart, Knight's Soul, Protection from Evil and Good
2nd level (3 slots): Branding Smite, Darkbranding, Divine Burst, Zone of Truth
3rd level (3 slots): Aura of Vitality, Crusader's Mantle, Dispel Magic, Remove Curse
4th level (3 slots): Aura of Life, Death Ward,
5th level (2 slots): Circle of Power, Destructive Wave

Actions

Multiattack. The Celestial Paladin can take up to three melee attacks depending on its weapon.

Lance. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 13 (1d12 + 6) piercing damage + 7 (1d12) radiant damage. 

Long Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 11 (1d8 + 6) slashing damage + 5 (1d8) radiant damage.

Lance of Divinity. The Celestial Paladin throws its Lance within 120 ft. (or 300 while mounted). The lance burst into a fierce cylinder of divine energy. Each creature within 30 ft. of the lance, up to 250 ft. high must, make a Constitution saving throw (DC 21) or take 5d10 radiant damage (+ 1d10 for Fey and Fiend) on a failed save, half as much on a success.

Channel Divinity (1/day). The Celestial Paladin brings forth the divine power of its deity as it strikes down on the battlefield. Each enemy creature within 60 ft. of the Celestial Paladin must succeed on a Constitution saving throw or take 10d6 force damage and is knocked prone and stunned on a failed save. If the creature succeeded on the saving throw it takes only half damage and isn't knocked prone and stunned.

Lay on Hands (125/day). The Celestial Paladin can draw out his magical pool of health to restore an amount up to 125 to himself or an allied creature within 5 ft.

True Sense (5/day). The Celestial Paladin becomes aware of all creatures not behind full cover within 60 ft. of him until the end of his next turn.

Divine Chosen (1/day). For 1 minute the Celestial Paladin draws out the power of its deity, pushing his body beyond the limit. It can make 1 more melee attack per turn. It critically hits on an 18, 19 or 20. It's Divine Smite dices are increased to 1d10. The Celestial Paladin receives 2d10 necrotic damage at the end of its turn, except this turn, as a demerit.

Reactions

Shield Master. When the Celestial Paladin succeeded on a saving throw that would allow him to take half damage, he instead takes no damage.

Legendary Actions

The Celestial Paladin can take a Legendary Action at the end of a creature's turn. It can take 3 legendary actions and regains all uses at the start of his turn.

Lance (Costs 1 Action.) The Celestial Paladin makes one weapon attack with his lance.

Long Sword (Costs 1 Action). The Celestial Paladin makes one weapon attack with his Long Sword.

Paladin Spell (Costs 2 Actions). The Celestial Paladin casts a Paladin spell of 2nd level or lower.

Divinity (Costs 3 Actions). Each enemy creature within 15 ft. of the Celestial Paladin takes 2d8 radiant damage + 2d8 if it has damaged or forced the Celestial Paladin to make a saving throw.

Description

When a paladin's devotion has reached the utmost limits, it can become a conduit for the essence of its deity. By opening up its body, the deity can house a celestial inside it. The individual then becomes an even closer being to that of its god and as such is chosen as that god's champion.

These Paladins are only ever called upon in the most dire of times. They hand down justice on evil. Often they are mistaken as a physical incarnation of a smite. They hit hard and take damage, but they never slow down. Together with their mighty steed they are a near unstoppable force.

The physical properties of these paladins are closer and closer to that of celestials, but they remain human nonetheless. This housing of a celestial is toxic to the body however. Even thought the body no longer ages and they become near immortal, the mind is shred apart and the body burned from within. It is utmost painful to the human. Some evil gods even mention that the gods of good are no different from them for doing this, as they create a doll with half the mind of a human, and half a mind of a celestial. Whichever holds the dominance over the body is a question that cannot be answered.
Their sense of time has been halted. They often spend a lifetime in one location, unmoving. Once their deity calls upon them for help they mobilize. The evil gods may be right that these beings are no more than puppets for their cause.

These riders of the divine justice are symbolized by their magical presence. Their eyes glow with a divine white and their skin becomes free of scars and burns, turning into a perfect clear skin. Their armors shine bright, unwavering. Their steeds share all these traits and do not tire. When they speak, their voice is a combination of two echoes, one human and one celestial. While mounted they bring forth their holy lance to slay any creature in their path. On foot they present their shining swords that vanquish evil. All while they hold out their shield of justice, symbolized by the symbol of their deity.

The tales of these heroes is often a short one, as they are the last resort for the material planes. They are masked in a history of secret. However they are not lone warriors. It has been made clear in the minute stories about them that they can work well in groups and armies. They possess an unparalleled charisma that is able to drive any breaking force back together. Truly a force that can turn a tide of war. But since they are so rare, the gods of good rather not put them on the field as a sacrificial piece.

Monster Tags: AngelhumanoidHuman

Natural_1

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