Host of Herons Angel

Plane Shift: Innistrad p. 26

Size
Medium
Type
celestial
Alignment
lawful good
AC
17 (natural armor)
Hit Points
136 (16d8+64)
Speed
walk 30 ft., fly 90 ft.
Saving Throws
Wis +9, Cha +9
Skills
Insight +9, Perception +9
Resistances
radiant; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 120 ft.
Passive Perception
19
Languages
all, telepathy 120 ft.
Challenge
10
STR
18
+4
DEX
18
+4
CON
18
+4
INT
17
+3
WIS
20
+5
CHA
20
+5

Traits

Angelic Weapons

The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Magic Resistance

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

Heron Protection

Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.

Innate Spellcasting

The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:

  • At will: detect evil and good
  • 1/day each: commune, raise dead

Actions

Multiattack

The angel makes two melee attacks.

Mace

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day)

The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

recharge

3/DAY

Change Shape

The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).

In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Spells

detect evil and good, commune, raise dead

Other data

description