Medium Humanoid, Any Good Alignment
Armor Class 19 Natural Armor
Hit Points 210 (20d10 + 5)
Speed 40 ft., Walk 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
11 (+0)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws WIS +9, CHA +12
Damage Resistances Necrotic
Damage Immunities Radiant
Condition Immunities Charmed, Poisoned
Senses Darkvision 200 ft., Truesight 200 ft., Passive Perception 17
Languages Common, Celestial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Angelic Favor.  2/day, the Angel kin can add 1d10 to a roll it makes.

Celestial Rejuvenation. The Angel Kin regains 5  hit points at the end of its turn. 1/day, when the Angel Kin is below its hit point maximum, it can regain 105 hit points.

Empowered Casting. The angel kin can, 3/day each, impose one of these effects when casting a spell:

  • Give disadvantage to one of the people who would be affected by the spell on the saving throw.
  • Make a spell that targets only one creature, and does not have a range of self, target two creatures.
  • Choose up to 6 creatures that would make a saving throw against the spell. They automatically succeed, and if they would have taken half damage on a success, they instead take no damage.

Spellcasting. The Angel Kin is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Angel Kin has the following sorcerer spells prepared:
Cantrips (at will): blade ward, fire bolt, friends, light, mending, message
1st level (4 slots): chromatic orb, detect magic,  inflict wounds, witch bolt                            2nd level (3 slots: hold person, mirror image,                                                                         3rd level (3 slots): dispel magic, fly                                                                                               4th level (3 slots): banishment, stoneskin                                                                                     5th level (3 slots): cone of cold, hold monster                                                                            6th level (2 slots): disintegrate                                                                                                      7th level (2 slots): prismatic spray                                                                                                8th level (1 slot): dominate monster                                                                                              9th level (1 slot): meteor  swarm

Actions

Radiant Quarterstaff. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 2) radiant damage. 

Radiant Bolt. RangedWeapon Attack: +12 to hit, range 150/600 ft., 1 target. Hit: 25 (3d12 + 6) radiant damage.

FayeasSilmanori

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