Large Celestial, Lawful Good
Armor Class 23 Natural armor
Hit Points 690 (17d10 + 170)
Speed 40 ft., fly 90 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +19, WIS +19, CHA +19
Skills Animal Handling +19, Arcana +19, History +19, Insight +19, Intimidation +19, Medicine +19, Perception +19, Performance +19, Persuasion +19, Religion +19
Damage Immunities Lightning, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120ft, Passive Perception 29
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Indelible Imprint. When one of the celestial hebtomad is slain those who dealt damage to it within the last 24 hour and is within 60ft of the dying celestial hebtomad must make a dc 30 Wisdom save or be marked with a glowing rune on their forehead making any lawful good creature feel the need to murder as you have broke a grand divine law. 

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

Positive energy aura. Each undead that goes within a 60ft radius of Zaphkiel is automatically turned unless they are cr 15 or lower in which case they are destroyed. 

Emanations. As a bonus action Zaphkiel uses their emanations action twice unless they cast a spell. 

Aura of Menace. Whenever Zaphkiel is angry or fighting any hostile creature within a 20ft radius of Zaphkiel must make a dc 25 Charisma save or have disadvantage on attacking Zaphkiel for 24 hours or until the creature hits Zaphkiel. On a successful save a creature is immune to Zaphkiel's aura of menace for 24 hours.

Protection from evil. Zaphkiel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. 

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

Magic weapon. Zaphkiel's weapon attacks count as +5 magical holy weapons. 

Spellcasting. Zaphkiel is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). Zaphkiel has following cleric spells prepared: 
Cantrips (at will): guidance, light, mending, resistance, sacred flame
1st level (4 slots): bless, command, sanctuary, shield of faith
2nd level (3 slots): hold person, spiritual weapon, zone of truth 
3rd level (3 slots): magic circle, mass healing word, remove curse
4th level (3 slots): banishment, death ward, guardian of faith 
5th level (3 slots): commune, flame strike, legend lore
6th level (2 slots): blade barrier, heal
7th level (2 slots): divine word, symbol
8th level (1 slots): earthquake
9th level (1 slots): true resurrection

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

At will: continual flame, daylight, detect good and evil, dispel magic, hallow, holy aura, locate creature, locate object, message, sending, teleport, true seeing 

3/day: power word stun

1/day each: creation, mass heal

Actions

Holy touch. Melee Weapon Attack: +23 to hit, reach 10 ft., 1 target. Hit: 33 (3d12 + 15) radiant damage or if the target is a fiend or undead they take 51 (6d12 +15) radiant damage. 

Emanations. Zaphkiel chooses one of the following options (range 150ft). 

  1. Ray of suffering: One target of Zaphkiel's choice within range must make a dc 25 Wisdom save or take 75 (15d10) psychic damage but this can't reduce them past 1 hit point. On a successful save the target takes half damage. 
  2. Ray of soothing: the target is curred of the following conditions: blindness, confusion, deafened, exhaustion, feeble mindedness, madness, poisoned, stunned and the target heals 50 (10d10) hit points.

Summon Archon (2/Day). Zaphkiel can choose to summon one of the following options with a 25% failure rate. 

4d10 lantern archons, 2d4 justice archons, 2d4 sword archons, and has a 5% chance to summon 1 other member of the Hebdomad. 

A summoned archon appears in an unoccupied space within 60 feet of Zaphkiel, acts as an ally of Zaphkiel, and can’t summon other archons. It remains for 1 minute, until it or Zaphkiel dies, or until Zaphkiel dismisses it as an action.

Legendary Actions

Zaphkiel 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. Zaphkiel regains spent legendary actions at the start of his turn.

Touch of the holy (Costs 1 Actions). Zaphkiel makes a holy touch attack.

In the light (Costs 2 Actions). Zaphkiel  chooses one creature within 30ft of them and until the end of the creatures next turn they are under the effects of the heroism and bless spell. 

7 holy virtues (Costs 3 Actions). Each creature within 120ft who isn't lawful good must make a dc 25 Charisma save or take 70 (7d20) radiant damage and is blinded until the end of their next turn. 

Description

A roiling maelstrom of golden energy instills in you tremendous feelings of joy and harmony. Suddenly, it coalesces into the form of a stunningly beautiful yet androgynous figure standing 10 feet tall, with golden skin and metallic, platinum-white wings. Warm light surrounds it, and its expressions are both soothing and kind. Zaphkiel (ZAF-kee-ehl) presides over the seventh layer of Celestia, the Illuminated Heaven of Chronias. Zaphkiel embodies the perfect good, and only the most exalted creatures can stand in his presence without being consumed. Zaphkiel watches over all of Celestia, sending advice and providing wise counsel to the other members of Hebdomad regarding their dealings with mortals and other celestial beings. Zaphkiel also protects and nurtures the innocent spirits of stillborn babies and sacrificed children. Although Zaphkiel clearly has some interest in advancing less-perfect beings, Zaphkiel’s true goals remain inscrutable. Only the gods and the other Hebdomad members have actually seen Zaphkiel. All other beings who have encountered or perceived the archon have either perished for their folly or achieved such a state of goodness that their essences have joined with Celestia itself.

drdeatheer

Comments

Posts Quoted:
Reply
Clear All Quotes