Gargantuan Celestial (Angel), Lawful Neutral
Armor Class 35 Natural
Hit Points 25000 (100d20 + 14000)
Speed 1000 ft., fly 20000 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +34, DEX +29, CON +36, INT +34, WIS +31, CHA +33
Skills Insight +50, Investigation +44, Perception +50
Damage Resistances Force, Necrotic, Psychic
Damage Immunities Cold, Lightning, Poison, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 300 ft., Darkvision 800 ft., Truesight 120 ft., Passive Perception 60
Languages All Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Traits

 

Abnormal Body. Abaddon doesn't need to eat, drink, or sleep and is immune to spells and effects that would alter its form. It can spend half his movement to squeeze through any hole 5 feet or wider.

Immutable Form. Abaddon is immune to any spell or effect that would alter its form.

Aura of Illumination and Dispelling (300 ft.). The space within range of Abaddon is bathed in bright light, and magical darkness in that area is dispelled. The aura also reveals invisible creatures and objects, and ends any illusions in the area.

Aura of Truth (300 ft.). All creatures within the aura cannot speak a deliberate lie. A creature aware of this effect is under no compulsion to speak, but if they do, they must speak the truth.

Immunity to Imprisonment. Abaddon cannot be sealed away or trapped through non-magical or magical barriers, or even imprisoned.

Immunity to Certain Attacks. Fiends, Undead, and Evil-Aligned characters cannot target or damage Abaddon with spells or attacks. Constructs and other Angels ignore this effect.

Supreme Magic Resistance. Abaddon has advantage on all saving throws against spells and other magical effects. If he succeeds on a saving throw against a damaging spell, he takes no damage.

Legendary Resistance (10/Day). If Abaddon fails a saving throw, he can choose to succeed instead.

Magic Attacks. Abaddon's attacks are all magical and bypass all damage resistances and immunities.

Colossal Power. Despite his Gargantuan size, Abaddon is immune to difficult terrain and unaffected by forced movement, and he is immune to the prone, grappled, and restrained conditions.

 

Judgment Traits

 

Radiate Pain (Aura 120 ft.). At the start of Abaddon's turn, all enemies within 120 feet of him suffer 380(40d10+17) psychic damage. This damage ignores resistance and immunity.

Reflective Carapace. When Abaddon is targeted by a ranged attack (spell or weapon), roll a d6. On a 1, the attack hits as normal. On the roll of 2 to 4, Abaddon is unaffected. On the roll of a 5 or 6, Abaddon is unaffected and the effect is reflected back at the caster as though it originated from Abaddon, turning the caster into the target.

Divine Reality Anchor. Abaddon is immune to being wished out of existence, affected by reality-altering spells, banished, or imprisoned.

Actions

Multiattack. Abaddon makes one Menacing Strike, one Blast, one Snipe, and four Barrage attacks.

  • Menacing Strike. Melee Weapon Attack: +34 to hit, reach 30 ft., one target. Hit: 95(8d8+15) bludgeoning/piercing/slashing damage plus 100(10d10) psychic damage. The target must succeed on a DC 35 Wisdom saving throw or become paralyzed for the next minute. The target re-rolls the saving throw at the end of their turn; on a successful roll, the effect ends.
  • Blast. Ranged Weapon Attack: +29 to hit, reach 500/1,500 ft., one target. Hit: Target suffers 90(10d10+10) slashing damage. All other creatures within 60 feet of the target suffer 72(8d8) fire damage.
  • Snipe. Ranged Weapon Attack: +29 to hit, reach 5,000/15,000 ft., 15-ft. cylinder. Hit: Target suffers 154(16d12+10) piercing damage. This attack critically succeeds on a 15 or higher.
  • Barrage. Ranged Weapon Attack: +29 to hit, reach 500/1,500 ft., one target. Hit: 70(8d6+10) bludgeoning damage and the target is pushed 30 feet back.
  • Dominate (Recharge 5–6). Melee Weapon Attack: +34 to hit, reach 30 ft., one target. Hit: The target must succeed on a DC 35 Charisma saving throw or be possessed by Abaddon for the next minute. While possessing a character, Abaddon has complete control over the target's movement, actions, bonus actions, and reactions. Possessed characters have advantage on their attack rolls. The possessed creature re-rolls the saving throw at the end of their turn. A successful save against Dominate renders the victim immune to possession by Abaddon for the next hour.
Bonus Actions

Cindering Flames (Recharge 4–6). Up to a range of 500 feet. Abaddon throws a massive Flaming Radiant Ball. Anyone within a 60-foot sphere must make a DC 35 Dexterity saving throw or take 76(8d8) fire, 76(8d8) radiant, 76(8d8) psychic, and 76(8d8) force damage.

Swift Judgment. Abaddon can make a single Snipe attack.

Aura Expansion. Abaddon doubles the range of his Radiate Pain and Aura of Truth until the end of his next turn.

Reactions

Armor Shift. When a creature hits Abaddon with a ranged attack, he gains a +10 bonus to his AC until the start of his next turn. (Effective AC 45 against ranged attacks).

Dominant Presence. When a creature hits Abaddon with a melee attack, he can use Dominate against the attacker.

Warden's Retort. When a creature succeeds on a saving throw against one of Abaddon's abilities, Abaddon may instantly target that creature with a Blast attack.

Legendary Actions

Abaddon can take 10 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. Abaddon regains spent legendary actions at the start of his turn.

  • Move. Abaddon moves up to half his flying speed.

  • Blitz. Abaddon makes one Barrage attack. If Abaddon has already used a Blitz legendary action this combat round, he makes one more Barrage attack than he did with the previous Blitz (maximum 5 total attacks per turn from this option).

  • Drain (Costs 2 Actions). The creature currently possessed by Abaddon takes 160(16d10) psychic damage, and Abaddon regains that many hit points.

  • Ambush (Costs 3 Actions). Abaddon magically teleports up to 500 feet to an unoccupied space he can see. He then makes a Menacing Strike attack.

Mythic Actions

When Abaddon drops to 0 HP for the first time, his HP resets back to full (25,000 HP), and he gains his most powerful Mythic Action and Aura, which remain active until he is defeated. He can only use his Mythic Action once per turn.

Mythic Aura: No Sinners Allowed (1,000 ft.). Anyone within the aura who is not an Angel, does not have Celestial Heritage, or is not a Good-aligned character is instantly Incapacitated while they remain inside the aura. This aura is suppressed only if Abaddon is reduced to 0 HP for a second time.

Mythic Action (1/Turn): Penance Stare. This action auto-hits anyone who is not an Angel or does not have Celestial Heritage. Good-Aligned characters are immune to the psychic damage, but take the force damage portion of the attack. Anyone who gets hit by this attack takes 2,000 Psychic damage and 2,000 Force damage. If this attack kills a target, their soul is utterly destroyed and cannot be revived by any means short of the direct intervention of a Tragedy or Storyteller.

Description

Abaddon, The Cherubim Chief Arbiter of Finality

 

Abaddon is the living embodiment of Finality, a being whose very existence signifies the end of all debate and the execution of cosmic law. He is one of the Three Chief Pillars of the Angelic Empire, standing alongside the most ancient and potent Archons of the celestial court. While his brethren manage the tides of creation and protection, Abaddon is the absolute authority on Divine Judgment, Retribution, and The Bottomless Pit.

 

The Cherubim of Unmaking

 

Abaddon is designated a Cherubim, not in the romanticized image of winged infants, but in his original, fearsome form—a celestial fusion of life and judgment. His massive, six-winged form is a construct of Reflective Carapace and radiant, white-hot divine energy, featuring the four faces of the highest order: Man, Lion, Ox, and Eagle. This multiplicity of form symbolizes that his judgment encompasses all life across creation, and his presence is a protective guard against the contamination of divine sanctity, just as the Cherubim guarded the path to the Tree of Life.

 

The Destroyer's Mandate

 

His Hebrew name, Abaddon, meaning "destruction" or "place of ruin," and his Greek title, Apollyon, the "Destroyer," are not titles he chose, but rather a reflection of the terrifying and necessary function he performs for the cosmos.

Long before the current epochs, Abaddon was tasked by the divine with collecting the very earth for the creation of Adam, granting him an intimate knowledge and stewardship over the material realm's ultimate fate. His primary and most dreaded role, however, is that of The Angel of the Abyss and King of the Bottomless Pit.

In this capacity, he holds the final key to the deepest oubliettes of the multiverse, overseeing the eternal confinement of the most destructive entities. It is he, and he alone, who has the unassailable right to release the engines of destruction—the demonic hordes or plagues—upon the cosmos when the cup of mortal sin has spilled over, as foretold by the great prophecies of the end-times. His actions are not malevolence, but the cold, absolute certainty of a divine calculus.

 

Chief Pillar of the Angelic Empire

 

Abaddon is one of the Three Chief Architects of the Angelic Empire, serving as the supreme head of all Retributive and Judicial Legions.

  1. Evelyn Blair The Distorted Ophnanim/Thrones Chief of Creation/Protection (Responsible for divine outreach, healing, and guidance).

  2. Ialdabaoth Blair The Seraphim Chief of Order/Law (Responsible for bureaucratic structure, cosmic policy, and maintaining the timeline).

  3. Abaddon, The Cherubim Chief Arbiter of Finality (Responsible for absolute justice, eternal condemnation, and the destruction of the irredeemable).

In this triumvirate, Abaddon is the unyielding center, the final word that can be neither swayed nor broken. His Aura of Truth ensures no deception can hide from him, and his specialized Immunity to Certain Attacks makes him untouchable by the very beings he is meant to judge—Fiends, Undead, and Evil-aligned characters cannot even strike him, for to do so is to defy the cosmic finality of his position.

His signature Penance Stare is the ultimate expression of his role, forcing the guilty to confront the amplified totality of their sins, a judgment so final that it not only ends life but utterly destroys the soul, ensuring that nothing remains for even the most powerful resurrection magic to restore. He is the last stop on the road of redemption—a judge who passes only one sentence.

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Monster Tags: Angel

SurgDexil

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