Large Celestial, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., Fly 90 ft.
STR
22 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +7, WIS +6, CHA +8
Skills Perception +7, Religion +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Lightning, Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Celestial, Common, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Corrupted Nature. The Angel of the Worm is a corrupted celestial. While it retains the celestial type, its abilities and alignment reflect its evil nature. It retains the good subtype for the purpose of the Magic Circle against Good trait.

Magic Circle against Good. A Magic Circle against Good effect always surrounds the Angel of the Worm (spell save DC 17, +9 to hit with spell attacks). This effect moves with the Angel of the Worm.

Immortal Nature. The chained angel doesn’t require food, drink, or sleep.

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

Menacing Aura. Any hostile creature that starts its turn within 20 feet of the Angel of the Worm must succeed on a DC 17 Wisdom saving throw or be frightened of the Angel of the Worm until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Angel of the Worm's Menacing Aura for the next 24 hours.

Actions

Multiattack. The Angel of the Worm makes two armblade attacks.

Armblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d6) fire damage and 2 (2d6) necrotic damage. The armblade scores a critical hit on a roll of 19 or 20.

Discorporating Dive (Recharge 5-6). The Angel of the Worm flies up to its speed in a straight line and can make one Armblade attack against a creature in its path. This movement doesn't provoke opportunity attacks. If the attack hits, the target takes normal damage, and it must succeed on a DC 17 Constitution saving throw or be reduced to 0 hit points. If the target is reduced to 0 hit points by this effect, it is instantly renderd unconscious.

Innate spellcasting. The Angel of the Worm's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will:Continual Flame, Detect Magic, Locate Object, Message, Aid

3/day each:Bestow Curse, Mass Suggestion, Commune, Dispel Evil and Good

1/day:Blade Barrier

Bonus Actions

Armblades. As a bonus action, the Angel of the Worm can mold its arms into unholy sword blades. These blades function as its primary melee weapons, and their damage includes extra fire and necrotic damage.

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