Large Celestial, Lawful Good
Armor Class 25 (natural armor)
Hit Points 555 (25d20 + 245)
Speed 50 ft., Fly 150 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Perception +28
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 28
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Angelic Weapons. Ilthurel's weapon attacks are magical. When the Ilthurel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Ilthurel knows if it hears a lie and can read into a mortal's heart.

Innate Spellcasting. Ilthurel's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

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

Shielded mind. Ilthurel is immune to any effect that would sense its emotions or read its thoughts, detect it's location, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Ilthurel's intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If Ilthurel fails a saving throw, it can choose to succeed instead.

Spellcasting. The Arch Angel is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +12 to hit with spell attacks). The Arch Angel has the following cleric spells prepared:

Cantrips (at will): Light, Mending, Spare the dying, Thaumaturgy

1st level (6 slots): Cure wounds, Bless, Command, Healing word

2nd level (6 slots): Lesser restoration, Zone of truth, Prayer of healing, Spiritual weapon

3rd level (6 slots): Beacon of hope, Daylight, Mass Healing Word, Remove curseDispel Magic

4th level (4 slots): Death ward, Freedom of movement

5th level (4 slots):Dispel evil and good, Flame strike, Hallow, Mass cure wounds

6th level (4 slots): forbiddance, Heroes' Feast, True Seeing, Word of Recall

7th level (2 slots): Divine word, Etherealness, Fire storm, Regenerate

8th level (2 slots): Control weather, Earthquake, Holy aura

9th level (2 slots): Mass heal, True resurrection

Shattering Armour. Ilthurel loses 2 AC each time it takes 150 points of damage as his armour weakens.

Actions

Multiattack. Ilthurel makes two greatsword or slaying bow attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Healing Touch (4/Day). Ilthurel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Reactions

Angelic armor(1/Day). When Ilthurel takes damage it can cast invulnerability without Material components.

Legendary Actions

Ilthurel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ilthurel regains spent legendary actions at the start of its turn.

Teleport. Ilthurel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. It can take one additional creature with it.

Searing Burst (Costs 2 Actions). Ilthurel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Ilthurel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Spell. Ilthurel casts a spell.

Monster Tags: Angel

Kendros

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