Medium Celestial, Lawful Good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +12, WIS +11, CHA +12
Skills Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Angelic Weapons. Perigee's weapon attacks are magical. When Perigee hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. Perigee knows if it hears a lie.

Innate Spellcasting. Perigee's spellcasting ability is Charisma (spell save DC 20). Perigee can innately cast the following spells, requiring no material components:

At will: lesser restoration, invisibility (self only)

3/day each: blade barrier, dispel evil and good, cone of cold, raise dead

1/day each: sunburst, maddening darkness, illusory dragon

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

Actions

Perigee always takes its turn on Initiative count 20. On its turn, Perigee can use its movement and interaction as normal. However, it does not take an action or Bonus Action on its turn unless forced to do so by a spell or other effect. Instead, Perigee takes one of the following Epic Actions at the end of each player character's turn:

 

Multiattack. Perigee makes two melee attacks.

Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 22 (5d8) radiant damage.

Healing Touch. Perigee heals itself for 14 (3d6 +3) hit points.

Teleport(1/round). Perigee magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spellcasting(1/round). Perigee casts one of the following spells:

At will: lesser restoration, invisibility (self only)

3/day each: blade barrier, dispel evil and good, cone of cold, raise dead

1/day each: sunburst, maddening darkness, illusory dragon

 

Lunar Burst (Recharge 4-6). Perigee channels the light of the red moon Ruidus. Each creature of its choice in a 10-foot radius must make a DC 20 Dexterity saving throw, taking 14 (4d6) cold damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail the save also become cursed until the start of Perigee's next turn, making all attack rolls and saving throws with disadvantage.

Divine Grace (4/Day). Perigee touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

 

 

Monster Tags: Angel

vortical42

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