Medium Celestial (Angel, Paladin), Lawful Good
AC 21    Initiative +3 (13)
HP 114 (12d10 + 48)
Speed 35 ft.
Mod Save
STR 21 +5 +9
DEX 16 +3 +7
CON 18 +4 +4
Mod Save
INT 12 +1 +5
WIS 17 +3 +7
CHA 19 +4 +4
Skills Athletics +10, Insight +7, Intimidation +3, Perception +10, Survival +7
Resistances Cold, Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 180 ft.; Passive Perception 20
Languages Celestial, Common, Dwarvish, Elvish, Telepathy 30 ft.
CR 10 (XP 5,900; PB +4)
Traits

Angel's Sight. Magical darkness doesn't impede the Centurion's darkvision.

Aura of Protection. All allies of the Centurion (including him) gains +4 to all their saving throws within 10 ft. of him.

Nebula Shield. The Nebula Shield of the Celestial Centurion has some special properties. If the Centurion or anything within his place (5x5 square) is targeted by a harmful spell with a level of 4 or lower, that spell fails (still consuming all needed resources). Otherwise he has advantage on spell saving throws.

Celestial Toughness. If the Centurion would take damage from a source that'd deal less then 12 damage, he takes no damage. Otherwise, he takes 7 less damage from each source.

Spellcasting. The Centurion is a half-caster. His spellcasting ability is CHA (spell save DC 17, +9 to hit with spell attacks). The Star Guard has following spells prepared:
At will: Prestidigitation, Command, Shield of Faith, Bless
4 times a day (combined): Cure Wounds (at 2nd level), Locate Object, Aura of Vitality
Once per day (each): Zone of Truth, Find Steed, Revivify

Actions

Multiattack. The Centurion makes three attacks in any combination.

Gyre Gladius. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6) magical Slashing damage plus 9 (2d8) Radiant damage.

Flying cut. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 14 (2d8 + 5) Radiant damage.

Bonus Actions

Kick. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (2d4 + 5) Bludgeoning damage and the target is knocked prone and away 10 ft.

Morale Boost. The Centurion gives advantage to all of his allies within 30 ft. of him on an d20 test they choose in the next minute. They can add 1d8+4 to that roll, and if it's an attack roll, they can add 2d8+4 Radiant damage as well.

Reactions

Riposte. Trigger: The Centurion is hit by a melee attack roll while holding a weapon. Response: The Centurion adds 4 to his AC against that attack, possibly causing it to miss. On a miss, the Centurion makes one Gyre Gladius attack against the triggering creature if within range.

Spell Evasion. Trigger: The Centurion is hit by damage from a spell. Response: If he succeeded the saving throw (if there was one) he takes no damage, otherwise he takes only half damage.

Monster Tags: ArmorAngelhumanoidfeyAscendant Faction Agent

SirLancelot12

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