Large Celestial (Angel), Lawful Evil
AC 22 Plate    Initiative +20 (30)
HP 777 (40d20 + 276)
Speed 50 ft., Fly 150 ft.
Mod Save
STR 26 +8 +8
DEX 22 +6 +13
CON 26 +8 +8
Mod Save
INT 25 +7 +7
WIS 25 +7 +14
CHA 30 +10 +10
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All, Telepathy 120 ft.
CR 24 (XP 62,000; PB +7)
Traits

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

Exalted Restoration. If the Angel dies outside of the pyramid of Mercy, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in the pyramid of Mercy, unless the final blow is made by an artifact.

Legendary Resistance (4/Day). If the Angel fails a saving throw, it can choose to succeed instead.

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

Aura of Reverence. At the start of initiative all creatures hostile to the Angel that can see it must make a Wisdom saving throw or be commanded to kneel.

Aura of Radiance. Any time a creature enters, starts or ends its turn within 10 ft of the angel they must take 2d8 radiant damage. 

Mercy to The Weak. Once per day, the Angel can speak a divine word and force all creatures with less than 50 HP within 300 ft to make a DC 18 constitution save or die instantly. If successful the creature instead takes 5d8 Necrotic damage.

Actions

Multiattack. The Angel makes three Radiant Lance attacks. It can replace one attack with a use of Slaying Bow.

Radiant Lance. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Piercing damage plus 36 (8d8) Radiant damage. Hit or Miss: The lance magically returns to the Angel’s hand or hovers within 5 feet of the Angel immediately after a ranged attack.

Slaying Bow. Dexterity Saving Throw: DC 21, one creature the Angel can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.

Bonus Actions

Quickened Casting.  The Angel can cast spells as a bonus action without verbal or material components.

Spellcasting. The Angel casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):

1/Day Each: Commune, Control Weather, Dispel Evil and Good, Prismatic Spray, Meteor Swarm

(3/Day). The Angel casts Cure Wounds (level 2 version), Dispel Magic, or Remove Curse, using the same spellcasting ability as Spellcasting.

Reactions

Multi reaction. The Angel gets 3 reactions per round

As a reaction the Angel may cast the spell Shield

 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Angel can expend a use to take one of the following actions. The Angel regains all expended uses at the start of each of its turns.

Blinding Gaze. Constitution Saving Throw: DC 25, one creature the Angel can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The Angel can’t take this action again until the start of its next turn.

Radiant Teleport. The Angel teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the Angel at its destination space. Failure: 20 (3d12) Radiant damage. Success: Half damage.

Regrowth. The Angel may spend 2 legendary actions to heal itself 6d10 HP

Celestial rain.  The Angel can spend all three of its legendary actions to call forth flaming spears from the sky. These golden spears impacts in a 75ft radius. Every creature within this radius must make a DC 22 Dex save or take 16 (2d8 + 6) Piercing damage plus 25 (5d10)

Description

Arch Angels of the gods stand as the ultimate servants of the gods. They are warriors and emissaries of deities and ageless forces of power. They rarely intervene in conflicts on the worlds of the Material Plane unless commanded by their god. When they act, they wield holy weapons capable of laying low the strongest of foes.

Angels can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Angels don’t enforce these destinies, but they trust in the potential of mortals to achieve great things.

Habitat: Planar (Upper Planes)

BigDaddyTylord

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