Large Celestial (Elemental), Lawful Neutral
Armor Class 20 Plate Armor, Shield
Hit Points 260 (28d8 + 140)
Speed 40 ft., Fly 80 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +12, CON +11, WIS +10, CHA +11
Skills Athletics +12, Insight +10, Intimidation +11, Religion +8
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 14
Languages Celestial, Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Angel Type. This Archangel is one of the following types: Lightning, Fire, or Radiant.

Absorb Light. If the Archangel takes damage of its specific Angel Type (lightning, fire, or radiant), it instead takes no damage and regains hit points equal to the amount of damage that would have been dealt.

Empowered Light. When the Archangel deals damage of its specific Angel Type (lightning, fire, or radiant), it deals the maximum possible damage for that damage roll. For example, if it rolls 3d10 radiant damage as a Radiant Archangel, it deals 30 radiant damage.

Divine Aura (Phase 1). The Archangel begins the fight surrounded by a divine aura with 80 hit points. While this aura is active, it gains resistance to all damage types except its own Angel Type, is immune to being charmed or frightened, and cannot be affected by conditions that would incapacitate it (such as paralysis, stunned, or unconscious). Once the aura is reduced to 0 hit points, it enters Phase 2.

Wrath Unbound (Phase 2). When its Divine Aura is destroyed, the Archangel grows more aggressive. It no longer has damage resistances from Divine Aura, but gains advantage on attack rolls while below half its hit points (130 HP).

Final Scourge (Phase 3). When reduced to 50 hit points or fewer, the Archangel sacrifices its own divine essence to empower its attacks. Every time it makes an attack or uses a Legendary Action that deals damage, it takes 5 damage of its Angel Type.

Actions

Multiattack. The Archangel makes three attacks: two with its Blade of Judgment or a Celestial Bolt, and one with Holy Burst.

  • Purge the Profane (Recharge 5-6). The Archangel slams its weapon into the ground, creating a 20-foot-radius burst of energy. Each creature in that area must make a DC 18 Dexterity saving throw, taking 60 (6d10) damage of the Archangel's Angel Type on a failed save, or half on a successful one. (Calculated as 6x10 (max dice))
  • Celestial Bolt (Phase 1). Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 30 (3d10) damage of the Archangel's Angel Type. The target must succeed on a DC 18 Wisdom saving throw or be restrained by spectral chains of light until the end of their next turn. (Calculated as 3x10 (max dice))
  • Blade of Judgment (Phase 2 & 3). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (3d10 + 6) damage of the Archangel's Angel Type. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn. (Calculated as 3x10 (max dice) + 6)
  • Holy Burst. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d6 + 6) damage of the Archangel's Angel Type. (Calculated as 3x6 (max dice) + 6)
  • Divine Retribution (Phase 3). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 46 (4d10 + 6) damage of the Archangel's Angel Type, and the target is wreathed in intense light, taking 10 (1d10) damage of the Archangel's Angel Type at the start of each of its turns for 1 minute or until extinguished (action required). (Calculated as 4x10 (max dice) + 6 for hit, 1x10 (max dice) for sustained)
  • Blazing Scourge (Recharge 4-6. Phase 3). The Archangel calls down a column of searing light in a 15-foot radius, 40-foot-high cylinder. Each creature in that area must make a DC 20 Dexterity saving throw, taking 80 (8d10) damage of the Archangel's Angel Type on a failed save, or half as much on a successful one. (Calculated as 8x10 (max dice))
Legendary Actions

The Archangel can take 3 legendary actions per round, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains all legendary actions at the start of its turn.

Phase 1 (Divine Aura Active):

Dazzling Light. One creature the Archangel can see within 60 feet must make a DC 18 Constitution saving throw or be blinded until the end of its next turn.

Shield Slam. The Archangel makes a Holy Burst attack and pushes the target 10 feet if it hits.

Vow of Silence. One creature within 30 feet must succeed on a DC 18 Wisdom saving throw or be silenced until the end of its next turn.

Phase 2 (Wrath Unbound):

Chains of Light. One creature within 30 feet must succeed on a DC 18 Strength saving throw or be restrained until the end of its next turn.

Divine Charge. The Archangel leaps up to 20 feet and makes a Blade of Judgment attack. On a hit, the target is knocked prone.

Radiant Fortitude. The Archangel channels energy, gaining 15 temporary hit points.

Phase 3 (Final Scourge):

Searing Burst. The Archangel deals 20 (2d10) damage of its Angel Type to all creatures within 10 feet. (Calculated as 2x10 (max dice))

Unending Onslaught. The Archangel makes two Divine Retribution attacks.

Absolute Verdict (Costs 2 Actions). The Archangel points at a target within 60 feet. That creature must make a DC 20 Wisdom saving throw or drop to 0 hit points. On a success, it takes 60 (6d10) damage of the Archangel's Angel Type instead. (Calculated as 6x10 (max dice))

Description

The native angels of Sanctuary.

SurgDexil

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