Medium Celestial, Chaotic Good
Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +9, CHA +9
Skills Insight +9, Perception +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Holy Conviction. In combat, non-undead creatures killed by the deva rise up as CR 1/4 Zombies with a resistance to radiant damage. They retain their proficiencies, but not their levels or class abilities.

Lesser Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

3/day each: lesser restoration, cure wounds

2/day each: remove curse, greater restoration

1/day each: commune, raise dead

Actions

Multiattack. The deva makes two melee attacks or one ranged attack.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 9 (2d8) radiant damage.

Guiding Bolt. (At will) Ranged Spell Attack: +9, range 120 ft., one target. Hit: 14 (4d6) radiant damage. On hit, the target glows with a radiant aura. The next attack roll directed at it will have advantage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Bonus Actions

Excommunicate. As a bonus action, the deva marks a creature it can see within 60 ft. of it for excommunication. The target makes a DC 17 WIS saving throw. On failure, the target is excommunicated for 1 minute or until it dies. While excommunicated, the target is vulnerable to radiant damage and cannot regain hit points. The target repeats the saving throw at the beginning of each of its turns until it succeeds. Upon succeeding on the saving throw, the creature cannot be excommunicated for the next 24 hours.

Reactions

Divine Rebuke. As a reaction to being damaged by a creature, the creature that damaged the deva is momentarily surrounded by holy fire. The creature must make a DC 17 DEX saving throw. It takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.

Description

Abbot Arakiel is a deva in a human disguise who runs the Abbey of Saint Markovia in Krezk. Stuck in Barovia for centuries, he is a madman who longs for the attention and worship of mortals, but cannot quite understand the intricacies of non-celestial cultures. He is stubborn, dogmatic, opinionated, and utterly deranged, believing that those below him should be grateful for his service to the Barovians.

Count Zarovich feeds into his vanity by routinely affirming the deva that he is the rightful heir of the Morninglord, to the extent that Arakiel has received "the count's blessing", which allows him to preach his religion freely, compelling him to spread it by any means necessary.

Downfall

His fall from grace started when he cured a family called the Belviews of "human weaknesses" by turning them into mongrelfolk. While in the midst of a depressive spiral, he was approached by Strahd von Zarovich who asked Arakiel for a bride, so the Abbot started working on a conventionally attractive flesh golem named Vasilka, which inspired him to continue pursuing "flesh stitching" as a hobby and creative outlet. In Arakiel's words, his creations are perfect specimens who are "closer to the Morninglord than the average Barovian".

Monster Tags: Angel

Nova7770

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