Light Defense. Angel cannot be killed by nonmagical means, and instead flees the battle.
Evasion. When Angel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the saving throw
Revival. Once per long rest, if Angel would be reduced to 0 HP, Angel instead regains all health, gains resistance to all damage types, gains access to Enhanced Multiattack, and, if Heavenly Spear has not been used this combat, sets charge to 3.
Multiattack. Angel uses Stab or Zap twice
Enhanced Multiattack. Angel attacks some number of times (between 0 and 2, inclusive) with Stab, and then attacks as many times with Zap as it takes to bring its total attacks this turn up to 3.
Stab. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) piercing damage.
Zap. Ranged Magic Attack: +9 to hit, range 60 ft., 1 target. Hit: 13 (2d8 + 4) lightning damage.
Build Charge. Angel gains 1d3 charge, to a maximum of 3.
Heavenly Spear. This attack can only be used if Angel has 3 charge, and using this attack resets charge to 0. Ranged Weapon Attack: +14 to hit, range 20/60 ft., 1 target. Hit: 42 (5d10+14) damage, split evenly between piercing and thunder, and the target must succeed on a DC 19 Wisdom save or be stunned until the end of Angel's next turn. Miss: 25 (2d10+14) thunder damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
+5 proficiency bonus, if that matters
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.
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Posted Apr 30, 2026So sorry about reaction/bonus action/lair stuff existing! I couldn't figure out how to remove it.