Large Fiend (Angel, Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 320 (26d10 + 177)
Speed 30 ft., fly 60 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
26 (+8)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +10, CON +14, WIS +11
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Infernal, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Neuromuscular Zapificapacitation. Any creature hostile to Zaproughly's angel that starts its turn within 30 feet of Zaproughly's angel must make a DC 22 Wisdom saving throw. On a failed save, the creature has the effects of the slow for 1d4 rounds. Only a greater restoration can end this effect early. If a creature's saving throw is successful, the creature is immune to this for the next 24 hours.

Magic Resistance. Zaproughly's angel has advantage on saving throws against spells and other magical effects.

Zapmulet of the Holy Zap.  A very powerful amulet that makes this Pitfiend blessed with Zapmagic. This amulet makes Zaproughly's angel immune to any effect that senses evil including detect evil and good. This amulet also physically changes the shape of the pitfiend turning them into an angel. 

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is intelligence (spell save DC 22). Zaproughly's angel can innately cast the following spells, requiring no material components:

At will: detect magic, lightning bolt

3/day each: hold monster, chain lightning

1/day each: meteor swarm

Actions

Multiattack. The Zaproughly's angel makes 3 attacks: one with its bite and two with its Zace.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (4d8)  piercing damage. The target must succeed on a DC 22 Constitution saving throw or become frightened. While frightened in this way, the target takes 21 (6d6) psychic damage at the start of each of its turns. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Zaproughly's Angel's Zace. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 28 (6d8) lightning damage plus 28 (6d8) bludgeoning damage and must succeed a dc 20 constitution saving throw or become paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

Zaproughly's 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. Zaproughly's angel regains spent legendary actions at the start of his turn.

Zaproughly's angel 's Zace. Zaproughly's angel attacks with its mace.

Zaproughly's angel Casts a Spell (Costs 2 Actions). Zaproughly's angel casts a spell of 5th level or lower.

Zaproughly's angel Casts a Bigger Spell (Costs 3 Actions). Zaproughly's angel casts a spell of 6th level or higher.

Description

Secretly a Pitfiend that Zaproughly blackmailed to protect his phylactery. An amulet prevents anyone from discovering it's true identity.

Monster Tags: NPCDevilAngel

zappyhappy321

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