Large Celestial (Angel), Neutral Evil
Armor Class 20 Plate armour
Hit Points 300 (20d10 + 200)
Speed 40 ft., Walk 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
19 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +7, CON +7, CHA +8
Skills Intimidation +12, Perception +6, Religion +6
Damage Resistances Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Prone
Gear Gauntlets of the Tyrant, Robe of authority
Senses Truesight 90 feet, Passive Perception 17
Languages Celestial, Common, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Unarmoured defense: You have a base AC of 15 + charisma.

Unholy smite: Expend a spell slot to deal 2d8 extra force damage on 1st level. A higher level is +1d8 per level. If it hits the target makes a wisdom save. On a fail they are frightend.

Frighting presence: Everyone within 10 feet of the Black gauntlet of Bane has to make a DC 14 wisdom saving throw or be frightend

Extra attack

Spellcasting. The Black gauntlet of Bane is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +9 to hit with spell attacks). The Black gauntlet of Bane has following Paladin spells prepared:
1st level (4 slots): Command, wrathful smite, Bless
2nd level (3 slots): Zone of thruth, Branding smite, Warding bond
3rd level (2 slots): Fear, Crusaders mantle, Dispel magic.

Actions

The hand of Bane: Call upon bane to punch your enemies. Make an unarmed attack roll with a range of 60 feet. It deal 14 (2d8+6) force damage.

Unarmed strike: Hit with your fist. You have a hit bonus of 12. Deal 11 (1d10+6)  bludgeoning damage + 4 (1d4+2) force damage

Reactions

Wing block: Block an attack using your wings. You gain a +5 on ac for 1 attack and if the attack still hits reduce the damage by 10

Legendary Actions

The black gauntlet of Bane has 3 legendary actions and can use them at the end of another creatures turn

Dominating voice (Costs 2 Actions). Cast dominate person on the creature who's turn just ended if they are within range.

Target lock: (Costs 1 Action). All ally attacks must be made against a creature you choose. All attacks against them have advantage.

Command: (Costs 1 action). Cast command on an enemy

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

Enter a general description for your monster here.

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

12timm343

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