| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +6 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +7 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
How Angels Work. The angel doesn't require food, drink or sleep. When it is killed outside of Mount Celestia, it is reborn back in Mount Celestia 1 day later.
Divine Blood. For every 5 hit points of damage this angel takes, it's possible to gather up a bit of their blood into a flask. Drinking this blood is the same as drinking the basic potion of healing (2d4+2 hit points restored). If this blood wasn't given by the angel willingly, drinking it is considered an evil act.
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Multiattack. The angel makes two attacks of any type.
Angel-Venom Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Forced saving throw: DC 15 Constitution. Failure: 14 (4d6) radiant damage. Success: Half damage. If the target creature has advantage to saving throws against Poison, they gain advantage on their saving throw against this attack.
Holy Water. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 14 (3d6 + 4) radiant damage. Only creatures of the evil alignment, creatures who drank this angel''s blood against their will within the last 24 hours, or creatures who are condemned by this angel take damage from this action. For the purpose of this action, imagine that the angel materialises flasks of holy water in their hands at will - which is why they don't appear in their listed Gear.
Condemn. The angel points at a creature it can see within 90 ft. of it and condemns it. A condemned creature has a 1d4 penalty on all ability checks it makes. The creature remains condemned for 10 minutes, until the angel decides that it is no longer condemned, or until the angel condemns a different creature.
Holy Alchemical Arsenal. The angel drinks one of their potions, or administers it to a creature within 5 ft. of it. Whenever the angel uses a potion of any kind, the creature that drinks it is also healed for 5 hit points, on top of any effect the potion bestows.
The potions that this angel typically carries are mentioned in the Gear section. You can modify this angel's carried potions as you wish.
Description
The deterministic nature of Alchemy can be attractive for the law-loving angel-kind. Whenever there is a deity whose domain includes science, healing, knowledge or innovation, one is sure to find Angels of Alchemy among their ranks. These divine servants are often tasked with safeguarding or retrieving pieces of important knowledge. An exquisitely rare alchemical ingredient found in Heaven may be surrounded by a cult of Angels of Alchemy who zealously safeguard it.
Reservoir of Healing Potions. The angel's divine blood feature could be used to give this creature a unique role in a narrative. Perhaps a group of vile demon worshippers could capture one of these angels and keep them as their reservoir of healing potions. Your players could then free this angel and hopefully not exploit them in the same way. In case when this angel's divine blood feature would threaten to throw off the balance or economy of your game, you may impose a strict maximum limit of potions that can be gained from a single angel per day., like two or three. Past that point, their blood loses their healing potency for the rest of the day. Don't be afraid to introduce this limit even if the creature doesn't have it when the players first meet it - it only makes sense that frequent exploitation of the angel's blood could naturally lead to it becoming less potent.
Forbidden Knowledge. You may decide that a deity which this angel serves considers some knowledge as forbidden. In that case, they may be inclined to dispatch a troop of Angels of Alchemy to stifle any looming threat of this knowledge being distributed.
Fallen Angel. While angels of Alchemy are typically good, you can easily turn them into a fallen angel variant by changing their Gear, having their Holy Water be able to wound good creatures instead, and turning their Radiant damage into Necrotic damage. A fallen angel of alchemy may have served a good deity once, but they have found knowledge that was so vile that they got corrupted and decided that nobody but them is worthy of knowing about it.
Previous Versions
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6/11/2025 12:15:12 PM
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Coming Soon
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