Angel of Empyreus

Grim Hollow: Lairs of Etharis p. 104 (Third Party)

Size
Large
Type
celestial
Alignment
lawful neutral
AC
21 (natural armor)
Hit Points
445 (33d10+264)
Speed
walk 40 ft., fly 90 ft.
Saving Throws
Str +16, Int +14, Wis +111, Cha +17
Skills
Arcana +14, Insight +11, Intimidation +17, Investigation +14, Perception +11, Religion +14
Resistances
fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
cold, necrotic, poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
21
Languages
all, telepathy 120 ft.
Challenge
22
STR
29
+9
DEX
23
+6
CON
26
+8
INT
25
+7
WIS
18
+4
CHA
30
+10

Traits

Proficiency Bonus

+7

Authoritative Mien

The Angel of Empyreus can cast the command spell at will (spell save DC 25).

Celestial Arsenal

The Angel of Empyreus' weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the attack).

Divine Awareness

The Angel of Empyreus knows if it hears a lie.

Holy Aura

The Angel of Empyreus can project a 60-ft. aura of holiness as a bonus action. The aura affects all creatures within its area unless the Angel of Empyreus chooses to exclude a creature from the effect. A creature remains under the aura's effect until it leaves the area, dies, or when the Angel of Empyrean chooses a new aura effect. Only one effect may be active at a time:

Judgement: Creatures who start their turn in the aura must succeed on a DC 25 Charisma saving throw. On a failure, the creature gains a level of exhaustion as intensified feelings of guilt, doubt, remorse, and selfcriticism overwhelm the affected creature. Creatures who succeed on the saving throw are immune to the effect for one hour.

Valor: Creatures who start their turn in the aura gain 15 temporary hit points, cannot be charmed or frightened, and have advantage on saving throws against spells and other magical effects

Actions

Multiattack

The Angel of Empyreus can make three attacks with its holy avenger.

Holy Avenger

Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 27 (6d8) radiant damage. If the target is a fiend or undead, it takes an additional 22 (4d10) radiant damage.

Blazing Radiance (Recharge 5-6)

The Angel of Empyreus unleashes holy fire in a 60-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw or take 35 10d6 fire and 35 (10d6) radiant damage. Creatures take half damage on a success.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

The angel of empyreus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The angel of empyreus regains spent legendary actions at the start of its turn.

recharge

3/TURN

Fly

The Angel of Empyreus flies up to half its fly speed.

Sword

The Angel of Empyreus makes a holy avenger attack.

Hurl Sword (2 actions)

The Angel of Empyreus hurls its sword in a 30-foot line that is 5-feet wide. Each creature in that line must succeed on a DC 24 Dexterity saving throw or take 23 (4d6 + 9) slashing damage plus 27 (6d8) radiant damage. The sword immediately returns to its hand.

Recharge

The Angel of Empyreus recharges its Blazing Radiance.

Spells

command

Other data

description

"I am that which can cleanse temptation from the land and restore it once more to divinity. What a weak creature of flesh you are, blessed with free will and fickle fancy. I will reveal your weakness, wretched mortal."