Large Celestial (Angel), Lawful Good
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Perception +16, Persuasion +18, Religion +19
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Angelic Sight. Magical darkness doesn’t impede Ah’riel darkvision.

Holy Weapons. Ah’riel weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) radiant damage (included in the weapon attacks below).

Innate Spellcasting. Ah’riel innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing her appearance), detect evil and good, revivify, cure wounds, wall of light

3/day each: regenerate, dispel evil and good, sunburst

Legendary Resistance (3/Day). If Ah’riel fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ah’riel has advantage on saving throws against spells and other magical effects.

Regeneration. Ah’riel regains 20 hit points at the start of her turn. If she takes poison damage, this trait doesn’t function at the start of her next turn. Ah’riel dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Ah’riel attacks twice with her longsword and once with Holy Avenger.

Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) radiant damage.

Holy Avenger (Greatsword). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage when used with two hands, plus 36 (10d8) radiant damage. In addition, the weapon emits a burst of force that deals 10 (3d6) force damage to each evil creature within 30 feet of it.

Healing Touch (Recharge 5–6). Ah’riel touches one creature within 10 feet of her. The creature regains 100 hit points and is affected by greater restoration. If the creature is of an evil alignment, it must succeed on a DC 26 Charisma saving throw or have its alignment changed to a good version of its previous alignment.

Teleport. Ah’riel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Ah’riel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn.

Banishing Gaze (Costs 2 Actions). Ah’riel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to obey. The target must succeed on a DC 26 Wisdom saving throw or end up banished to its native plane. If the creature succeeds or is already native to the plane it is on, it becomes incapable of lying, and has disadvantage on all attacks made against Ah’riel.

Teleport. Ah’riel uses her Teleport action.

Previous Versions

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