Medium Celestial (Angel), Lawful Good
Armor Class 22 (natural armor)
Hit Points 298 (26d8 + 175)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
24 (+7)
CON
25 (+7)
INT
17 (+3)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws DEX +14, CON +14, CHA +17
Skills Insight +14, Intimidation +14, Perception +14, Religion +14
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages all
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Aura of Jury. Any creature with fiendish or fey blood is subject to the spell Forbiddance while within 30ft of her. Unless the creature is a god.

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

Limited Magic Immunity. Unless she wishes to be affected, Callina is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Trinity. Callina is functionally immortal. If The Judge would die and The Mother is not dead, 1d100 souls are burnt instead and Callina revives instantaneously. 

Spellcasting. Callinais an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). Callina regains her spell slots on a short rest. Callina has every cleric spell prepared up to 5th level, and the following spell slots prepared above that.

Cantrips (at will)

5th level (4 slots):

6th level (1 slot): Forbiddance, Heal, True Seeing

7th level (1 slot): Plane Shift, Conjure Celestial

8th level (1 slot): Anti Magic Field, 

9th level (1 slot) Gate,

Actions

Multiattack. Callina makes three longsword attacks and uses Leadership.

Longaxe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.

Leadership.  Callina utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Callina’s next turn.

Warleader’s Helix (Recharge 5–6). Ranged Spell Attack: +18 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Callina can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.

Reactions

Parry. Callina adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.

Unyielding. When Callina is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.

Legendary Actions

Callina 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. Callina regains spent legendary actions at the start of her turn.

Command Allies. Callina chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Callina, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Longaxe Attack (Costs 2 Actions). Callina makes one longaxe attack.

Judge Foes (Costs 3 Actions). Callina targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 26 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Callina has disadvantage on the saving throw.

Monster Tags: Angel

Norpfang

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