Arithel

Description:

Medium Celestial , Lawful Evil
Armor Class: 19 (natural armor)
Hit Points: 225 (18d12 + 108)
Speed: 40ft Fly 220ft.
STR DEX CON INT WIS CHA
26 (8) 23 (6) 25 (7) 20 (5) 24 (6) 25 (7)
Saving Throws: Con +13, Wis +12, Cha +13
Skills: Perception +12
Damage Resistances: radiant, necrotic; bludgeoning, piercing and slashing from nonmagical weapons, electricity, fire
Damage Immunities: poison, celestial, acid, cold
Condition Immunities: charmed, exhaustion, frightened, poisoned, petrification.
Senses: truesight 120ft., darkvision 70 ft and low-light vision 60 ft, passive Perception 22
Languages: All, telepathy 120ft.
Challenge: 19 (22,000 XP)
Angelic Weapons. The fallen angel’s weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The fallen angel knows if it hears a lie.
Innate Spellcasting. The angel’s spellcasting ability is Charisma (spell save DC 20). The angel can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only),
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Aura of Dread. As long as the angel is not incapacitated, an Aura of Dread is emitted as stated in the Aura of Dread spell with the following exceptions: The Aura is only active during combat, any creatures with the alignment of Neutral Evil, Lawful Evil, Chaotic Evil gains the maximum benefit of the healing effect, it does not require a bonus action to heal Lawful Evil creatures and the fallen angel’s healing ability is increased from 2d6 to 4d6 + Charisma Modifier. The Aura can heal up to Charisma modifier creatures at the start of the angel’s turn but cannot heal the same creature more than twice during that turn.
Chaotic Aura: Chaotic creatures within 20ft of the fallen angel receive a +2 bonus to all saving throws (allied and enemies alike) the aura is persistent and cannot be repressed by the angels will.
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Animal Pact: The Fallen angel can make a pact with up to 5 beasts the beasts are treated like familiars towards the angel, giving it a bonus based on the type of beast summoned (beast is treated as a celestial for all purposes).
Legendary Action. Once per short or long rest you can take a legendary action to either make an attack or cast a spell, and it automatically succeed as a critical roll.
Fast Healing: Fallen gain fast healing 5d4 per round.

ACTIONS

Multiattack. The planetar knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 8) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar knight touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Teleport. The planetar knight magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
A Planetar Knight is a Planetar that has seen so much war and destruction that they have become prestigious in battle. Many of them spar amongst each other as few other Angels are up to the challenge. They are generally under the tutelage of a Solar once they are deemed worthy of being their successor by means of accomplishing a great feat of heroic valor or through fierce determination for what is right. The Planetar Knights that get such a tutelage are often taught some of the abilities of a Solar to aid them in their endeavors. The Planetar Knights distinguish themselves by going to defeat any source of evil, be it fiend, demon or devil. This alone is not there only distinction. They have shown such determination to launch themselves into the fray of battle that the gods they serves have given them a life bringing aura to aid them and their allies in battle. No other Angel has such a blessing. Much like the Planetars that have not yet risen to this level of battling prowess, they are muscular and hairless and have opalescent green skin and white-feathered wings. They will often lead a small group of Planetar and Deva into the heat of battle with eyes that will stare down all those unlucky enough to cross their path.

Bio:

Arithel

Darth Otaku overdark_ness8