Multiattack: Tyrael attacks twice per turn
Angelic Weapons: Tyrael's weapon attacks are magical. When he hits with any weapon, the attack deals extra 6d8 radiant damage (included in attacks below).
Divine Awareness: Tyrael knows if he hears a lie.
Innate Spellcasting: Tyrael's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material
At will: detect evil and good, dispel evil and good, holy aura, invisibility, plane shift
3/day each: blade barrier, commune, divine word, dominate monster
1/day each: gate, imprisonment, meteor swarm, true resurrection
Legendary Resistance (5/Day): If Tyrael fails a saving throw, he can choose to succeed instead.
Magic Resistance: Tyrael has advantage on saving throws against spells and other magical effects.
Justice's Aegis (Aura): Tyrael radiates an aura of justice in a 30-foot radius. Any friendly creature starting its turn in the aura gains 20 temporary hit points. Any fiend or undead starting its turn in the aura takes 20 radiant damage.
Multiattack: Tyrael makes three attacks with El'druin or two attacks with El'druin and one cast of a spell.
El'druin, the Sword of Justice (Longsword): Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) slashing damage plus 27 (6d8) radiant damage. If the target is a fiend or undead, it takes an extra 10 radiant damage. (Total 57 slashing/radiant, 67 vs. fiend/undead) (Summons 1 solar at the start of every fight)
Holy Smite (Recharge 5-6): Tyrael unleashes a blast of divine energy. Each creature in a 30-foot cone must make a DC 23 Dexterity saving throw, taking 60 (10d10) radiant damage on a failed save, or half as much damage on a successful one. If a fiend or undead fails, it is also blinded until the end of Tyrael's next turn.
Judgment (1/Day): Tyrael unleashes a wave of purifying light. Each creature within 60 feet of Tyrael must make a DC 23 Wisdom saving throw. On a failed save, a creature is paralyzed until the end of Tyrael's next turn, and takes 70 (20d6) radiant damage. On a successful save, it takes half damage and isn't paralyzed. Fiends and undead have disadvantage on this saving throw.
Move: Tyrael moves up to his speed and dash.
Fly: Tyrael can fly
Teleport. Tyrael magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
Cast Spell: Tyrael casts one of his at-will spells.
Radiant Burst (2 Actions): Tyrael emits a burst of radiant energy. Each creature within 15 feet of him takes 20 (4d8) radiant damage. Fiends and undead take an extra 10 radiant damage.
Divine Intervention (3 Actions): Tyrael can choose to gain advantage on one saving throw he makes before the start of his next turn, or he can impose disadvantage on a single attack roll made against him before the start of his next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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6/21/2025 4:16:05 PM
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Coming Soon
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