Medium Celestial (Angel), Lawful Good
Armor Class 50 (angelic aura)
Hit Points 700 (25d20 + 200)
Speed 100 ft., Fly 300 ft.
STR
30 (+10)
DEX
20 (+5)
CON
20 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +49, DEX +44, CON +44, INT +49, WIS +49, CHA +49
Skills Perception +14, Religion +80
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 50
Languages All, Telepathy all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Angelic Weapons. The archangel's weapon attacks are magical. When the archangel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

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

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: all non offensive & non evil magic

200/day each: all spells that do radiant damage given that spell is a spell that should take a 7th level spell slot or less

20/day each: any 8-9th spell slot that 

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

Actions

Multiattack. The archangel makes three of any attack.

Spear of Destiny. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 40 (4d20) slashing damage plus 27 (6d8) radiant damage.

Smite. Ranged Weapon Attack: +20 to hit, range 150/600 ft., one target. Hit: 80 (8d20) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 300 hit points or fewer, it must succeed on a DC 20 Constitution saving throw or die.

Healing Touch (20/Day). The archangel touches another creature. The target magically regains 2000 (10d100) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The archangel can take 20 legendary actions, choosing from the options below. The archangel regains spent legendary actions at the start of its turn.

Teleport. The archangel magically teleports, along with any equipment it is wearing or carrying, up to 200 feet to an unoccupied space.

Searing Burst. The solar emits magical, divine energy. Each creature of its choice in a 30-foot radius must make a DC 30 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze. The archangel targets one creature it can see within 100 feet of it. If the target can see it, the target must succeed on a DC 40 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Lair and Lair Actions

the halls of heaven

Monster Tags: Angel

Habitat: Planar (Astral Plane)Planar (Feywild)

Treasure:  Arcana

rtaeghjnuyrhjdfnserwuesjfdnh

Comments

Posts Quoted:
Reply
Clear All Quotes