Large Celestial (Angel), Neutral
AC 14    Initiative +13 (23)
HP 123 (13d10 + 52)
Speed 20 ft.
Mod Save
STR 20 +5 +5
DEX 9 −1 −1
CON 18 +4 +4
Mod Save
INT 3 −4 −4
WIS 8 −1 −1
CHA 1 −5 −5
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common
CR 21 (XP 33,000; PB +7)
Traits

Fear Aura. Each creature of the Angel's Corpse's choice that starts its turn within 20 feet of it must make a DC 15 Wisdom saving throw unless it is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to its Fear Aura for the next 24 hours.

Magic Resistance. The Angel's Corpse has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Angel's Corpse makes three attacks using any combination of Pinion and Slam.

Pinion. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has four pinions, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can’t attack with it. Any creature restrained by a pinion can free itself at the start of its turn with a successful DC 16 Strength (Athletics) check.

Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. If hit by more than two slam attacks in a round, the target must make a DC 16 Strength saving throw. Failure: be knocked prone or 10 feet back, Angel's Corpses choice.

 

Bonus Actions

Astral Tear. The Angel's Corpse teleports up to 30 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from the Angel's Corpse at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.

Reactions

Astral Shunt. The Angel's Corpse attempts to magically shunt around one creatures it can see within 60 feet that is making an attack or casting a spell. The targets must make a DC 16 Constitution saving throw or vanish, being thrown to another point in time. At the start of its next turn, the target reappears where it was or in the closest unoccupied space.

 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Angel's Corpse can expend a use to take one of the following actions. The Angel's Corpse regains all expended uses at the start of each of its turns.

Astral Tear. The Angel's Corpse teleports up to 30 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from the Angel's Corpse at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.

Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. If hit by more than two slam attacks in a round, the target must make a DC 16 Strength saving throw. Failure: be knocked prone or 10 feet back, Angel's Corpses choice.

RLRedKing

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