Medium Celestial, Any Good Alignment
Armor Class 15 (natural armor)
Hit Points 60 (12d8 + 12)
Speed 30 ft., Fly 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +6, WIS +5, CHA +6
Skills Insight +5, Perception +5, Religion +5
Damage Resistances Radiant
Condition Immunities Charmed
Senses Passive Perception 14
Languages Auran, Celestial, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Flyby. Angemon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Magic Resistance. Angemon has advantage on saving throws against spells and other magical effects.

Magical Weapons. Angemons weapon attacks count as magical

Enemy of the Faithless. Lucemon can sense the presence of any fiend creatures within 30ft of themselves, as long as that fiend creature is not under an effect that would hide them from divination spells or effects

 

Actions

Multiattack. Angemon makes two melee attacks.

Holy Rod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if used with two hands, plus 18 (4d8) radiant damage.

Heaven's Knuckle (Recharge 5-6). Angemon gathers holy power into its right hand and attempts to deliver a powerful holy strike toward a creature within 5ft of themselves. The targeted creature must roll a DC 14 constitution saving throw against taking 32 (8d8) radiant damage or half on a success. When damaging an evil creature, deal an extra 8 (2d8) radiant damage that is not reduced when the target succeeds on the initial saving throw

Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). Angemon can innately cast the following spells, requiring no components:

At will: detect evil and goodprotection from evil and good

1/day each: dispel evil and goodrevivify

Habitat: Urban

SadBoySupreme

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