Gargantuan Celestial (Titan), Unaligned
Armor Class 20 (natural armor)
Hit Points 535 (30d12 + 312)
Speed 100 ft., Can even walk underwater , Fly 120 ft.
STR
24 (+7)
DEX
30 (+10)
CON
28 (+9)
INT
14 (+2)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws CON +18, WIS +14, CHA +11
Skills Perception +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Senses Tremorsense 1000 ft., Truesight 1000 ft., Passive Perception 21
Languages All cannot speak but can understand cannot speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Blessed Awareness. The Archinger knows if it hears a lie, if there is someone or something hidden, and know if someone it's an enemy or ally.

Virtuous Spellcasting. The Archinger's spellcasting ability is Wisdom (spell save DC 20). The Archinger can innately cast the following spells, requiring no material components:

At will: detect evil and good, dispel evil and good

3/day each: divine word, hallow

1/day each: mass heal

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

Actions

Multiattack. The Archinger makes three attacks.

Unarmed Holy Strike. Melee Attack: +8 to hit, reach 40 ft. one target. Hit: 42 bludgeoning damage.

Summoned Weapon. Melee Attack: +18 to hit, reach 100ft. 64 (12d6+18)

Angelic Bolt. Ranged Attack: +14 to hit, reach 200 ft. one target. Hit: 30 (6d8 + 6) radiant damage.

Healing Beacon (10/Day). As a bonus action, the Archinger can beam down a small pillar of radiant energy up to 300ft to another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Archangel's Law. The Archinger's are given 18 magical runes by their archangel summoner to assist in its righteous crusade. The runes hover 100ft off the ground and orbit around the Arrchinger. the runes act as separate entities, having AC 20 and 1hp. When a rune when used or is destroyed will come back in 1d4 days. If the Archinger uses a rune for a "Cherubim's blessing" and it is already at max capacity the rune gets refunded and if the Archinger uses "Seraphim's Tempest" and it misses the majority of its target it has 4 runes refunded.

Empyrean's Offering. consume 1 rune to summon a weapon of the dm's choice to use as long as the dm wants. You can send the summoned weapon back to refund the rune.

Seraphim's Tempest. consume 9 runes to bring down from above an enormous mighty pillar of celestial energy with a range of 1000ft and a 100ft damage radius. any targets that are in its radius that has CR 9/level 9 or lower is instantly killed no matter what. If higher than CR 9/level 9 the target instead must make a DC 20 Constitution save. If failed, the target takes 140 (28d10+14) radiant damage and becomes prone but if successful, the target takes half the damage and is stunned.

Cherubim's Blessings. consume 1 rune and roll a d6 to gain the following blessing:

1) Blessing of the life: add an extra 4d8 for Archinger's next "Healing Beacon" (can stack up to 4x times).

2) Blessing of the strike: gain an advantage roll for Archinger's next attack (can stack up to 3x times).

3) Blessing of the flesh: add +5 to Archinger's AC (can stack up to 2x times).

4) Blessing of the light: gain an extra 14d8 for the Archinger's next "Angelic Bolt" (cannot stack up).

5) Blessing of the fist: add 58 radiant damage to Archinger's Unarmed Holy Strike (cannot stack up).

6) Blessing of the swift: gain another 2 bonus actions for the Archinger's turn (cannot stack up).

Description

Archingers are Avatars of the Archangels and serve as the true embodiment of Heaven's powerful might. Archinger's are usually mistaken to be the greater deities but are instead just the puppets of Celestial's crusades against their foes (mostly just demons of the abyss).

Witnessing an Archinger is usually a once in a lifetime experience to most as the presence of their flesh made of radiant steel that gives a sense of impending damnation to any of the construct's foes and iron wings that can spread across the fields and cities. the reason they are so rare is due to that an archangel has to perform a ritual with a collective of many angels from Seraphim to Empyreans to activate the angelic vestige of pure strength.

These celestial constructs cannot comprehend emotions and purely fixated upon accomplishing it's archangel's bidding without hesitation. Most of the time their master's instructions are lawful good but there are some occasions that it does become chaotic good, neutral and rarely even lawful evil but that's only if the Archangel is corrupted.

If the master died the Archinger will resolve to its primary function which is to return to heaven and defend it and any who follows the celestials ideals.

Monster Tags: Angelconstruct

Kane_Lazareth

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