Large Celestial, Lawful Good
Armor Class 22 (natural armor)
Hit Points 300 (20d10 + 150)
Speed 50 ft., fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +18
Skills Perception +14
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Radiant Weapons. The Virtue's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Speak Only Truth. The Virtue knows if it hears a lie.

Innate Spellcasting. The Virtue'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, searing smite

3/day each: fire storm, dispel evil and good, resurrection

1/day each: sunburst, control weather

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

Gift of Charity. The Virtue of Charity can bestow one of each of the following effects on up to 5 creatures for 24 hours:

  • The creature gains immunity to one damage type, other than bludgeoning, piercing, or slashing.
  • The creature gains 30 current and maximum hit points.
  • The creature gains advantage on all saving throws.
  • The creature gains advantage on all attacks.
  • The creature gains immunity to the charmed, exhausted, frightened, paralyzed, and poisoned conditions.
Actions

Multiattack. The Virtue makes two attacks with its longsword or longbow.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 8) slashing damage plus 35 (7d8) radiant damage.

Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 23 (3d8 + 8) piercing damage plus 35 (7d8) radiant damage.

Healing Touch (5/Day). The Virtue touches another creature. The target magically regains 50 (9d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

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

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

Searing Burst (Costs 2 Actions). The Virtue emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 23 Dexterity saving throw, taking 20 (6d6) fire damage plus 20 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Virtue targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 17 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Description

The Virtue of Charity is the embodiment of one of the Seven Heavenly Virtues. Created specifically to battle its counterpart, The Deadly Sin of Greed. It can take any appearance it desires, though it often prefers to appear as a beautiful woman, providing food, shelter, and money to any in great need. In battle, it is a force not to be underestimated, and can use its Gift of Charity to bestow amazing abilities on its allies.

Monster Tags: Angel

AlistorSoren

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