Large Celestial, Neutral Good
Armor Class 18 (natural armor)
Hit Points 350 (18d10 + 252)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
26 (+8)
Saving Throws INT +14, WIS +14, CHA +15
Skills Perception +14
Damage Resistances Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Prone
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Angelic Weapons. Cherevel's weapon attacks are magical. When it with any weapon, the weapon deals an extra 6d8 force damage (included in the attack).

Divine Awareness. Cherevel knows if it hears a lie.

Innate Spellcasting. Cherevel's spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only) counterspell

3/day each: blade barrier, dispel evil and good, resurrection steel wind strike

1/day each: commune, control weather plane shift divine word

Sword Saint Keter Cherev Shel El. Cherevel does not provoke opportunity attacks with their walk speed (50ft.), cannot be grapped or knocked prone, and cannot lose their weapon. Additionally, each time a creature is hit by a greatsword attack from Cherevel, Cherevel gains a level of Focus.

  • Focus. For every level of focus, Chervel adds +1 to their concentration saving throw on spells, and can trade 2 levels of focus to add a d6 to the damage of a greatsword attack.


 

Actions

Multiattack. Cherevel makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 8) slashing damage plus 27 (6d8) force damage.

Pneuma. Cherevel breathes into their weapon and summons an [Tooltip Not Found]. He loses his ability to make greatsword attacks, but can still cast spells.

 Healing Touch (4/Day). Cherevel touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Swordman's Steps. Cherevel can dash and disengage as a bonus action.

Blade Recall. Cherevel desummons [Tooltip Not Found].

Reactions

Divine Wind. Cherevel casts counterspell.

Legendary Actions

Cherevel 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. The solar regains spent legendary actions at the start of its turn.

Teleport. Cherevel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Blitz. Cherevel moves up to half of their speed and makes an attack with their greatsword.

Parry stance. Cherevel's AC increases by 5, and if the opponent misses, Cherevel makes an attack with their greatsword.

Spellcasting (Costs 2 Actions). Cherevel casts a spell in their spell list. 

Monster Tags: Angel

ArbolMirador

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