Deathpact Angel

Guildmasters' Guide to Ravnica p. 192

Size
Medium
Type
celestial
Alignment
lawful evil
AC
18 (natural armor)
Hit Points
175 (27d8+54)
Speed
walk 30 ft., fly 90 ft.
Saving Throws
Int +9, Wis +10, Cha +11
Skills
Insight +10, Intimidation +11, Perception +10, Persuasion +11
Resistances
necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft.
Passive Perception
20
Languages
all
Challenge
14
Lineage
Angel
STR
16
+3
DEX
18
+4
CON
14
+2
INT
19
+4
WIS
20
+5
CHA
23
+6

Traits

Exploitation of the Debtors

As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.

Flyby

The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Innate Spellcasting

The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

  • At will: command (as a 2nd-level spell), detect evil and good
  • 3/day each: charm person (as a 5th-level spell), darkness, suggestion
  • 1/day: raise dead

Magic Resistance

The angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.

Scythe

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Chains of Obligation

The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.

Spells

command, detect evil and good, raise dead, charm person, darkness, suggestion

Other data

description

Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.

Gift Givers: Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts.

Debt and Indenture: Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).

Debts Paid: A deathpact angel can give an indentured spirit a clause to escape its bound servitude: if the angel ever dies, the indentured spirit can sacrifice its undead existence to restore the angel to life. Upon seeing the angel drop to 0 hit points, an indentured spirit can destroy itself, its debt discharged as it dissipates, after which the angel returns to life with 1 hit point.

Orzhov Angels: Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power. Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov.