Large Celestial, Lawful Evil
Armor Class 17 natural
Hit Points 136 (13d10 + 65)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +8, DEX +6, CON +8, WIS +6
Gear greatsword
Senses Passive Perception 17
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Fallen Grace. 

Azariel’s divine light is twisted. Whenever it would deal radiant damage, it may instead deal necrotic damage. 

Corruptive Aura. 

At the start of Azariel’s turn, each creature of its choice within 10 feet must succeed on a DC 16 Constitution saving throw or take 7 (2d6) radiant or necrotic damage (Azariel’s choice). 

Magic Resistance. 

Azariel has advantage on saving throws against spells and other magical effects. 

 

Actions

Actions 

Multiattack. 
Azariel makes two Greatsword attacks and uses Radiant Burst if available. 

Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
Hit: 14 (2d8 + 5) slashing damage plus 4 (1d8) radiant or necrotic damage. 

Radiant Burst (Recharge 5–6). 
Azariel releases a pulse of corrupted divine energy. Each creature of its choice within 20 feet must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant or necrotic damage on a failed save, or half as much on a success. 

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
Hit: 12 (2d6 + 5) bludgeoning damage. 

 

Legendary Actions

Legendary Actions 

Azariel can take 3 legendary actions, only one of which can be used at a time. It regains all spent legendary actions at the start of its turn. 

  • Move. Azariel moves up to 30 feet without provoking opportunity attacks. 
  • Slam. Azariel makes one Slam attack. 
  • Radiant Pulse (Costs 2 Actions). Azariel emits a burst of divine light. Each creature of its choice within 15 feet must make a DC 16 Dexterity saving throw, taking 9 (2d8) radiant or necrotic damage on a failed save, or half as much on a success. 
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

the fallen angel Azrael

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Angel

Habitat: Any

rtulloch662

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