Large Celestial (Angel), Any Alignment
Armor Class 21 Natural
Hit Points 208 (16d10 + 112)
Speed 30 ft., Fly 50 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
23 (+6)
WIS
23 (+6)
CHA
26 (+8)
Saving Throws DEX +11, CON +13, CHA +14
Skills Arcana +11, History +11, Insight +11, Medicine +11, Perception +11
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 22
Languages All, Telepathy 120 ft, only creatures with blood.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Angelic Weapons. The blood angel's weapon attacks are magical. When the blood angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The blood angel's spellcasting ability is Charisma (spell save DC 22). 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

Magic Resistance. The blood angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The blood angel makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 7) slashing damage plus 20 (4d8) radiant damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit:16 (2d8 + 6) piercing damage plus 20 (4d8) radiant damage. 

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

Great Seperation. As an action, the blood angel can cause the ground beneath a creature to lift into the sky and begin to crumble. The creature must make a DC 22 Dexterity saving throw, or be lifted into the air. The disc will continue to rise for two rounds, to a height of 100 feet, where it will fall apart and crumble, dropping the creature (for 40 (10d6) falling damage).

Reactions

Reserve of Blood. When the blood angel reaches 0 hit points, it may use it's reaction to instead cast heal as a 9th-level spell on itself.  It may do this once per long rest.

Legendary Actions

The blood angel 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. The blood angel regains spent legendary actions at the start of its turn.

Teleport - The Blood Angel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Heavenly Orbs (Costs 2 Actions). The blood angel emits magical, divine energy from the orbs along it's head. Each of up to seven creatures within a 90 feet of it must make a DC 22 Dexterity saving throw, taking 14 (2d12) fire damage plus 14 (2d12) radiant damage on a failed save, or half as much damage on a successful one.

Halt the Blood (Costs 3 Actions). The blood angel 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 paralyzed until it uses this ability again.

Description

The blood angel has a white body, red eyes and a feminine face, with several red orbs on it's head like a crown atop 6 long appendages. It wears a red robe with gold trim.

Previous Versions

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3/5/2020 1:53:48 AM
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Monster Tags: Angel

Mejai_Runecaster

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