# The codex of the upper planes
##### The great winged and non winged protectors of all that is good and bright.
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PART 1 | Asorted celestials
# Asorted celestials Those who arn't archons or angels or guardinals these celestial beings non the less are of goodness and the upper planes. ### Arcadian avenger A female with angular features and bright, metallic flesh stalks toward you, her wings as sharp and threatening as her two readied swords. Each of her movements is framed by perfect symmetry she never moves her right blade forward without moving the left blade back in equal measure. Sparing a glance for each part of the room in turn, she starts the cycle over again. Arcadian avengers populate the grand legions of Arcadia, providing the force necessary to protect the utopian plane. Although they have humanoid features, Arcadian avengers spring forth from the pure forces of law, and as such their outlook and thoughts are as alien to the mortal races as are those of demons and devils. Arcadian avengers see all situations as a series of applied rules, and are free of hesitation, doubt, and remorse. Because of this, they come into conflict even with good creatures that have broken rules or laws. ___ ___ > ## Arcadian avenger >*Medium celestial, Lawful good* > ___ > - **Armor Class** 17 Natural grafted armor > - **Hit Points** 60(4d8 + 12) > - **Speed** 30ft, fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|16 (+3)|10 (+0)|12 (+1)|12 (+1)| > > ___ > - **Skills** History +4, Insight +3, Perception +3 > - **Damage resistances** poison > - **Damage Immunities** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** Celestial, Common > - **Challenge** 3 (700 XP) > ___ > ***Aligned strike.*** The arcadian avenger always deals half damage to lawful good creatures but double damage to chaotic evil creatures. > > ***Blade rend.*** If the arcadian avenger strikes with a critical hit it reduces the enemies weapon to hit bonus and damage roll bonus by 1 and if it is reduced to a +0 to hit bonus the weapon is broken unless it is a magical one which requires double the amount of normal. > > ***Wrath.*** When an ally of the arcadian avenger is reduced to 0 hit points within its view the arcadian avenger has advantage on all attack rolls against the creature who killed an ally of it for the next minute. > > ***Elude chance (3/day).*** As a bonus action the arcadian avenger can choose to make it so the next attack roll or saving throw roll automatically changes to a 10 on the dice. > > ***Magic resistance.*** The arcadian avenger has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The arcadian avenger's weapon attacks are magical. > ### Actions > ***Multi attack.*** The arcadian avenger makes two longsword attacks. > > ***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage. \page
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PART 1 | Asorted celestials
### Asura You are drawn first to the being’s fiery, piercing eyes, then to the long mane of coppery-red hair that crowns its pale head. Marble-white flesh covers the being’s stately frame. Its legs end in birdlike talons with ruby-sharp claws, and wings of crackling flame spring from its narrow shoulders. A noble warrior, the asura (ah-SOO-rah) is found throughout the Upper Planes, serving deities as messengers and heralds with righteous zealotry. Sometimes one or more asuras are sent on missions to other planes, carrying messages of revenge, punishment, and death to those who have challenged or angered one of the powers. Other celestial beings find them impertinent and needlessly violent; however, most asuras take great pride in their ability to intimidate and “correct” evildoers. Asuras distrust angels (especially lawful ones) and see them as rivals for the attention of the good deities. Due to the nature of both types of beings, neither resorts to any sort of violence, double-dealing, or underhanded measures, although the mutual feelings of contempt are obvious. An asura stands about 6 1/2 feet tall and weighs 180 pounds. ___ ___ > ## Asura >*Medium celestial, Chaotic good* > ___ > - **Armor Class** 21 +1 Breastplate > - **Hit Points** 52(4d8 + 8) > - **Speed** 27ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|10 (+0)|14 (+2)|17 (+3)| > > ___ > - **Saving Throws** DEX +4, CHA +5 > - **Skills** Intimidation +5, Nature +2, Perception +4, Persuasion +5, Survival +4 > - **Damage Resistances** Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Fire > - **Condition Immunities** Charmed, Frightened, Petrified > - **Senses** Darkvision 120 ft, Passive Perception 14 > - **Languages** Celestial > - **Challenge** 4 (1,100 XP) > ___ > ***Magic items.*** The asura carries a +1 flaming scimitar a +2 long bow and +1 breastplate. > > ***Magic resistance.*** The asura has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The asuras spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: > > At will: detect good and evil, zone of truth, true seeing > > 1/day each: blinding smite, magic circle, polymorph (self only, humaniod forms only). > ### Actions > ***Multi attack.*** The asura makes two flaming scimitar attacks or two claw attacks or one long bow attack. > > ***Flaming scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, range 280/600ft., one target. *Hit* 16 (3d8 + 4) piercing damage. > > ***Longbow.*** *Ranged Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) > > ***Burning wind.*** Each target in a 20 ft long 15 ft wide line must make a dc 13 Constitution saving throw or take 24 (8d6) fire damage half as much on a successful save. \page
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PART 1 | Asorted celestials
### Holy rime griffon An angel leader in the past went to the elemental plane of ice and came back with these creatures, the holy rime have amazing calls and crys that can bring a man to tear with how good it is but they hate others hearing it unless they have the closest of bonds they also detest hot things/food and people trying to sing or imitate them. ___ ___ > ## Holy rime griffon >*Large celestial, Neutral good* > ___ > - **Armor Class** 12 Natural armor > - **Hit Points** 94(6d10 + 12) > - **Speed** 30ft, fly 70ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|14 (+2)|7 (-2)|14 (+2)|11 (+0)| > > ___ > - **Skills** Performance +7 > - **Damage Resistances** Necrotic, Radiant > - **Damage Immunities** Cold > - **Condition Immunities** Charmed > - **Senses** Truesight 30 ft, Passive Perception 12 > - **Languages** Understands celestial but can't speak it. > - **Challenge** 3 (700 XP) > ___ > ***Bonded glyph.*** One that makes a bond with the griffon gains a resistance to cold and radiant whilst within 30 ft of the griffon. > > ***Amazing melody.*** The griffon has advantage on charisma (performance) checks. > ### Actions > ***Multi attack.*** The griffon makes one attack with its beak and one with its claws. > > ***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage damage plus 5 (1d10) cold damage. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 3) slashing damage. \page
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PART 1 | Asorted celestial
### Lillend The creature looks like a female human or elf with the lower torso of a multicolored serpent and huge, strikingly patterned wings like a bird’s. Lillends are mysterious visitors from the plane of Ysgard. Many are skilled in one or more forms of artistic expression. Lillends are lovers of music and art. Gold, even food, means little to them, while a song, story, or piece of artwork holds great value. The destruction of art and the ill treatment of artists enrages them. They are infamous for holding grudges, and they are often encountered seeking violent retribution against enemies of their favorite arts. Lillends also have a great love of unspoiled wilderness. The wilds remind them of the natural beauty of their home plane, and they occasionally visit and enjoy similar regions. A lillend is as protective of its chosen wilderness as it is of the arts. These beings sometimes form temporary alliances with rangers, druids, and bards to defend their favorite retreats against the encroachment of civilization. Sometimes a covey of lillends adopts a tract of wilderness, using any means necessary to drive off despoilers. A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos. ___ ___ > ## Lillend >*Large celestial, Chaotic good* > ___ > - **Armor Class** 13 > - **Hit Points** 46 (6d10 + 12) > - **Speed** 20ft, fly 70ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|17 (+3)|15 (+2)|14 (+2)|16 (+3)|18 (+4)| > > ___ > - **Saving Throws** DEX +5, CHA +6 > - **Skills** Performance +8, Survival +4 > - **Damage Resistances** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** Abyssal, Celestial, Common, Infernal > - **Challenge** 2 (450 XP) > ___ > ***Innate spellcasting.*** The lillend's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: > > 3/day each: darkness, hallucinatory terrain, knock, light > > 1/day each: charm person, speak with animals, speak with plants > > ***Spellcasting.*** The lillend is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The lilend has following bard spells prepared: > > Cantrips (at will): Dancing lights, mage hand, viscous mockery > > 1st level (4 slots): charm person, cure wounds, sleep > > 2nd level (3 slots): Hold person, invisibility, shatter > > 3rd level (3 slots): dispel magic, enemies abound, plant growth > ### Actions > ***Multi attack.*** The lillend makes a shortsword and constrict attack. > > ***Short sword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 5) > > ***Tail.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one target. *Hit* 5 (2d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, the lillend can automatically hit the target with its tail, and the lillend can’t make tail attacks against other targets. \page
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PART 1 | Asorted celestials
### Shirokinukatsukami Shirokinukatsukami, (pronounced: shee-roh-KEE-noo-KAH-tsoo-KAH-mee) or "Eaters of Dreams", were strange but kind celestial beings who drove away evil spirits that were the cause of terrible nightmares. Shirokinukatsukami had one of the most bizarre appearances of any spirit creature, looking like a mixture of parts from all manner of animals. A shirokinukatsukami stood upon the hind legs of a tiger, which supported a large horse-like body covered in golden and brown striped fur with a cow's tail. A shirokinukatsukami's arms were like those of apes but ended in purple-colored, sharp talons. The head of a shirokinukatsukami was like that of a thick-maned lion, but it had human-like eyes and an elephantine trunk and tusks. They stood about 8 feet (240 centimeters) tall. ___ ___ > ## Shirokinukatsukami >*Large celestial, Lawful good* > ___ > - **Armor Class** 13 > - **Hit Points** 83(9d10 + 27) > - **Speed** 40ft, fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|17 (+3)|18 (+4)|19 (+4)|20 (+5)| > > ___ > - **Skills** Acrobatics +2, Arcana +6, Insight +6, Investigation +6, Perception +6, Persuasion +7 > - **Damage Resistances** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Passive Perception 16 > - **Languages** Celestial, Common > - **Challenge** 3 (700 XP) > ___ > ***Regeneration.*** The Shirokinukatsukami regains 5 hit points at the start of its turn. If the Shirokinukatsukami takes acid damage, this trait doesn’t function at the start of the Shirokinukatsukami’s next turn. The Shirokinukatsukami dies only if it starts its turn with 0 hit points and doesn’t regenerate. > > ***Innate spellcasting.*** The Shirokinukatsukami's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: > > At will: astral projection, detect good and evil (evil only), detect thoughts, dream, gaseous form, invisibility, magic circle, shape change, teleport > > 3/day each: dispel good and evil (evil only), dominate monster, fog cloud > > 1/day each: heal, raise dead > ### Actions > ***Multi attack.*** The Shirokinukatsukami makes one gore attack and two claw attacks and if they manage to grapple a creature they make two rake attacks against that creature. > > ***Gore.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 9 (1d8 + 5) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 8 (1d6 + 5) slashing damage. > > ***Rake.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 9 (2d4 + 5) slashing damage. \page
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PART 2 | Astral angels
# Astral angels The lesser known and generally weaker form of angels known as the astral angels are a primal form of the astral sea given though and power to interact with the universe as servants to those who moderate it. These angels choose their job based off what they think is their strongest values and can serve any creature it wishes and leave whenever it wishes as it iss not bound by any god. (Left to right) angel of authority, angel of light, and angel of supremacy \page
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PART 2 | Astral angels
### Angel of authority An angel of authority is the herald of a particular deity. The angel handles the most important tasks concerning the protection and well-being of the deity's dominion. ___ ___ > ## Angel of authority >*Large celestial (angel), Any lawful alignment* > ___ > - **Armor Class** 21 Plate > - **Hit Points** 210(22d10 + 88) > - **Speed** 37ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|22 (+6)|19 (+4)|24 (+7)|25 (+7)|27 (+8)| > > ___ > - **Skills** Insight +11, Religion +11 > - **Damage Resistances** Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 17 > - **Languages** Celestial > - **Challenge** 12 (8,400 XP) > ___ > ***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. > > ***Innate spellcasting.*** The angel’s spellcasting ability is Charisma (spell save DC 16). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: commune, command > ### Actions > ***Multi attack.*** The angel makes two quarterstaff attacks and one lightning attack. > > ***Quarterstaff.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 14 (2d8 + 6) bludgeoning damage plus 16 (4d8) radiant damage. > > ***Lightning.*** *Ranged Spell Attack:* +12 to hit, range 20/120ft., one target. *Hit* 18 (2d10 + 8) lightning damage. > > ***Angelic rally(1/day).*** Any angel within 50ft of the angel of authority heal 4d4 hit points and get a plus 2 to hit and saves. If they are not a celestial category creature then they take 1d10 lightning and 1d10 radiant damage. \page
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PART 2 | Astral angels
### Angel of battle As their name implies, angels of battle lead forces into combat. More powerful than angels of valor, angels of battle fulfill a similar function but are called upon to fight greater threats. When a god sends an angel of battle to tend to a situation, it’s unlikely the god desires to deliver a message or negotiate. Angels of battle are harbingers for war. ___ ___ > ## Angel of battle >*Large celestial (angel), Any alignment* > ___ > - **Armor Class** 15 Breastplate > - **Hit Points** 148 (14d10 + 70) > - **Speed** 40ft, fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|19 (+4)|20 (+5)|14 (+2)|18 (+4)|18 (+4)| > > ___ > - **Skills** Intimidation +7, Survival +7 > - **Damage Resistances** Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 14 > - **Languages** Celestial > - **Challenge** 9 (5000 XP) > ___ > ***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). > > ***Choosen foe.*** At the start of the angel's turn if they havn't used this ability already the angel picks a target it can see within 120ft and while the angel is not unconscious they have advantage on saves from from the choosen foe and attack rolls on the choosen foe. > > ***Innate spellcasting.*** The angel’s spellcasting ability is Charisma (spell save DC 16). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: beacon of hope, flame strike. > > ***Flyby.*** The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. > ### Actions > ***Multi attack.*** The angel of battle makes two falchion attacks. > > ***Falchion.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 5) slashing damage plus 16 (4d8) radiant damage. > > ***Storm of blades (recharges on a 6).*** The angel shoots up in the air 10ft and and anyone within 5ft of angel must make a dc 16 dex save or take 30 (6d8+6) slashing damage and the angel is now 10ft in the air (this movement doesn't count towards there move action). \page
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PART 2 | Astral angels
### Angel of light MADE PURELY OF DIVINE ENERGY, an angel of light exists as a brilliant embodiment of a deity's subconscious. ___ ___ > ## Angel of light >*Large celestial (angel), Any good alignment* > ___ > - **Armor Class** 20 Natural armor > - **Hit Points** 70 (6d10 + 18) > - **Speed** 40ft, fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|23 (+6)|23 (+6)|15 (+2)|27 (+8)|23 (+6)| > > ___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Radiant > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 18 > - **Languages** Celestial > - **Challenge** 8 (3,900 XP) > ___ > ***Death burst.*** When the angel of light is dropped to 0 hit points it bursts open and everyone within 15ft radius must make a dc 16 dex save or take 16 (4d8) radiant damage. > > ***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). > > ***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, daylight > > ***Magic resistance.*** The angel has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multi attack.*** The angel of light makes two glaive attack. > > ***Glaive.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 21 (3d10 + 6) slashing damage plus 16 (4d8) radiant damage. \page
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PART 2 | Astral angels
### Angel of protection An angel of protection never steps outside the role of guardian and caretaker. Its ward is often chosen for it, either by its god or by the one who summons it. It is said that no angel of protection has ever left its ward except by being killed in that ward’s defense. Normally, only a god or powerful servitor of a god can assign duties to an angel of protection. Sometimes, simple prayer is enough to gain such protection for a brief period. If such a prayer is ever answered, it is important that the recipient be careful not to use the angel’s talents in a way that fails to serve its true master. ___ ___ > ## Angel of protection >*Medium celestial (angel), Any good alignment* > ___ > - **Armor Class** 21 Breastplate > - **Hit Points** 134(14d8 + 70) > - **Speed** 30ft, fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|21 (+5)|12 (+1)|19 (+4)|14 (+2)| > > ___ > - **Skills** Insight +7, Intimidation +5 > - **Damage Immunities** Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 14 > - **Languages** Celestial > - **Challenge** 6 (2,300 XP) > ___ > ***Angelic shield.*** Any creatures the angel's views as an enemy within a 30ft radius the terrain will be difficult and at the start of there turn if in the aura or moving into it for the first time on there turn will take 1d10 radiant damage. > > ***Angelic weapons.*** The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). > > ***Magic resistance.*** The angel has advantage on saving throws against spells and other magical effects. > ### Actions > ***Great ward.*** As an action the angel can choose a target it see's within 60ft and mark them as there warded target and they gain a plus 2 to AC and if the angel is within 5ft of them the angel can take half the damage the warded person takes and if its uneven the angel takes more. This ward ends if the angel or there warded is unconscious. > > ***Great sword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 3) slashing damage plus 8 (2d8) radiant damage. \page
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PART 2 | Astral angels
### Angel of retrieval WHEN DEITIES REQUIRE THE RECOVERY of a stolen object or a kidnapped creature, they send a squad of divine beings that includes an expert tracker: the angel of retrieval. ___ ___ > ## Angel of retrieval >*Large celestial (angel), Chaotic good* > ___ > - **Armor Class** 22 Plate > - **Hit Points** 150(12d10 + 84) > - **Speed** 40ft, fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|28 (+9)|24 (+7)|15 (+2)|24 (+7)|9 (-1)| > > ___ > - **Skills** Arcana +6, Intimidation +9, Investigation +10 > - **Damage Resistances**Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 17 > - **Languages** Celestial > - **Challenge** 10 (5,900 XP) > ___ > ***Hunt the guilty.*** The angel marks one creature as a bonus action and always knows there location no matter what for the next 24 hours but can be ended by a wish spell. And in combat they deal an extra 1d10 to the target marked. > > ***Innate spellcasting.*** The angel's spellcasting ability is wisdom (spell save DC 19). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: locate object, plane shift > > ***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. > ### Actions > ***Multi attack.*** The angel of retrieval makes two attacks with its shortswords. > > ***Short swords.*** *Melee Weapon Attack:* +13 to hit, reach 10ft., one target. *Hit* 15 (2d6 + 9) slashing damage plus 16 (4d8) radiant damage. > > ***Light bow.*** *Ranged Weapon Attack:* +13 to hit, range 150/600ft., one target. *Hit* 33 (6d8 + 9) radiant damage. If this hits all the creatures within 5ft of the target takes 2d10 radiant damage. > > ***Clear the way( recharges on a 4-6).*** Each creature within 15ft of the angel of retrieval must make a dc 19 strength save or be pushed 15ft away from the angel. on a successful save they are pushed 5. \page
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PART 2 | Astral angels
### Angel of supremacy Angels of supremacy guard the homes of gods and protect the gods' favored mortal servants. They are also the backbone of strike force groups for a deity. ___ ___ > ## Angel of supremacy >*Large celestial (angel), Any lawful alignment* > ___ > - **Armor Class** 18 Plate > - **Hit Points** 219(19d10 + 114) > - **Speed** 40ft, fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|16 (+3)|23 (+6)|17 (+3)|22 (+6)|19 (+4)| > > ___ > - **Skills** Persuasion +9 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Radiant > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 16 > - **Languages** Celestial > - **Challenge** 16 (15,000 XP) > ___ > ***Threatening opportunity.*** When it makes an attack of opportunity it uses its multi attack instead of an attack. > > ***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). > > ***Innate spellcasting.*** The angel’s spellcasting ability is wisdom (spell save DC 19). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: command, raise dead > > ***Magic resistance.*** The angel has advantage on saving throws against spells and other magical effects. > > ***Summon the justice (once/day).*** As an action the angel of supremacy has a 45% chance to summon 1d4+1 couatl's. > > ***Zone of angelic order.*** All angel's within 10ft of the angel of supremacy gains a + 2 to hit and deals an extra 1d10 damage. > ### Actions > ***Multi attack.*** The angel of supremacy makes two attacks. > > ***Booming spear.*** *Melee Weapon Attack:* +13 to hit, reach 15ft., one target. *Hit* 14 (1d10 + 9) thunder damage plus 21 (1d10 + 4d8) radiant damage. > > ***Light of justice.*** *Ranged Weapon Attack:* +10 to hit, range 20/100ft., one target. *Hit* 16 (2d10 + 6) radiant damage. \page
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PART 2 | Astral angels
### Angel of valor Angels of valor are the soldiers of the gods, serving in vast armies and following the commands of mortal priests or more powerful angels. When a cleric needs numbers to get the job done, angels of valor offer the best aid. When a devout worshiper of a particular god does something to delight that god, such as showing valor in the god’s name, an angel of valor might be dispatched to reward the worshiper. An appropriate reward might include a magic item or even the service of the angel of valor for 10 days. ___ ___ > ## Angel of valor >*Medium celestial (angel), Any good alignment* > ___ > - **Armor Class** 17 Chainmail > - **Hit Points** 90 (12d8 + 36) > - **Speed** 30ft, fly 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|18 (+4)|16 (+3)|11 (+0)|14 (+2)|16 (+3)| > > ___ > - **Skills** Intimidation +6 > - **Damage Resistances** Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** Darkvision 120ft, Passive Perception 12 > - **Languages** Celestial > - **Challenge** 5 (1,800 XP) > ___ > ***Magic resistance.*** The angel has advantage on saving throws against spells and other magical effects. > > ***Angelic weapons.*** The angel’s weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack). > > ***Innate spellcasting.*** The angel’s spellcasting ability is Charisma (spell save DC 16). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: wrathful smite (4th level) , stunning smite (4th level) > ### Actions > ***Multi attack.*** The angel of valor makes two melee attacks, one with its dagger and one with its long sword. > > ***Dagger.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 8 (1d4 + 6) piercing damage plus 4 (1d8) radiant damage. > > ***Long sword.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant damage. \page
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PART 2 | Astral angels
### Angel of vengeance Deities send angels of vengeance to punish those who have defied or angered them. A god might also send an angel of vengeance to test one who is in danger of falling off the deity’s path, showing no mercy for failure. Influential members of a clergy use a ritual to call forth their deity’s wrath in the form of one of these angels. ___ ___ > ## Angel of vengeance >*Large celestial (angel), Any alignment* > ___ > - **Armor Class** 22 Plate > - **Hit Points** 300 (26d10 + 156) > - **Speed** 40ft, fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|18 (+4)|23 (+6)|17 (+3)|25 (+7)|20 (+5)| > > ___ > - **Skills** Insight +10, Intimidation +11 > - **Damage Resistances** Cold, Fire, Radiant, Bludgeoning from non magical attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Poisoned > - **Senses** Darkvision 120ft, Passive Perception 17 > - **Languages** Celestial > - **Challenge** 19 (22,000 XP) > ___ > ***Cloak of vengeance.*** If a creature hits the angel with an attack within 10ft of them the angel deals 2d8 damage half fire half cold to the target. > > ***Mark of the vengeful.*** As a bonus action the angel can mark a creature it can see within 120ft and then teleport to them on there turn to a maximum of 500ft. > > ***Innate spellcasting.*** The angel’s spellcasting ability is Charisma (spell save DC 18). The angel can innately cast the following spells, requiring only verbal components: > > At will: detect evil and good > > 1/day each: wall of fire, phantasmal killer > > ***Magic resistance.*** The angel has advantage on saving throws against spells and other magical effects. > > ***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). > > ***Legendary resistance (1/Day).*** If the angel of vengeance fails a saving throw, he can choose to succeed instead. > ### Actions > ***Multi attack.*** The Angel makes two melee attacks. > > ***Long sword of fire.*** *Melee Weapon Attack:* +14 to hit, reach 10ft., one target. *Hit* 13 (1d10 + 8) slashing damage plus 1d8 fire damage and 12 (4d8) radiant > > ***Long sword of ice.*** *Melee Weapon Attack:* +14 to hit, reach 10ft., one target. *Hit* 13 (1d10 + 8) slashing damage plus 1d8 cold damage and 12 (4d8) radiant > ### Legendary Actions > The angel of vengeance can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The angel of vengeance regains spent legendary actions at the start of its turn. > > ***Attack (Costs 1 Actions).*** The angel of vengeance makes one long sword attack. > > ***Vengeful blow (Costs 2 Actions).*** The angel of vengeance casts the spell wrathful smite at 6th level (dc 18) \page
16
PART 3 | Archons
# Archons The lesser celestial entities that come from the souls of the truly good and are also what comes before in ranks of angels (not the Astral angels). To be one in your afterlife is really a blessing as the universe itself see's you as a valued person to keep around. ### Hound archon Hound archons appeared as powerfully built humanoids with canine heads, with broad shoulders and massive, powerful fists. Hound archons had similarly strong legs—a silent warning to foes that a hound archon was also swift on its feet, and if they fled, they would not get far. All hound archons could be observed wearing simple metal collars about their necks. This collar was not actual metal; it was a mystical representation of the archon's rank within the hierarchy of the archons of Celestia and could not be removed. Hound archons were the guardians of the first and second layers of Celestia. They were considered by scholars to be the first "true" archons. While typically associated with the gods of the House of the Triad, they were also particularly favored as servants of the halfling god Urogalan. They were one of the most common archons summoned to the Material Plane, and their duties sometimes permitted them to travel to other realms to interact with their inhabitants ___ ___ > ## Hound archon >*Medium celestial (archon), Lawful good* > ___ > - **Armor Class** 12 Natural armor > - **Hit Points** 32(5d8 + 5) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|13 (+1)|10 (+0)|13 (+1)|12 (+1) > > ___ > - **Skills** Athletics +4, Insight +3, Perception +3, Persuasion +3, Stealth +2, Survival +3 > - **Damage Resistances** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 13 > - **Languages** All > - **Challenge** 1/4 (6912 XP) > ___ > ***Aura of menace.*** Whenever the hound archon is angry or fighting any hostile creature within a 20ft radius of the hound archon must make a dc 12 Charisma save or have disadvantage on attacking the hound archon for 24 hours or until the creature hits the hound archon. On a successful save a creature is immune to the hound archon's aura of menace for 24 hours. > > ***Protection from evil.*** The hound archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** The hound archon has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The hound archon's innate spellcasting ability is Wisdom (spell save DC 12). The hound archon can innately cast the following spells, requiring no material components: > > At will: Aid, detect good and evil (evil only), message, sacred flame, teleport > > ***Keen smell.*** The hound archon has advantage on Wisdom (Perception) checks that rely on smell. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) piercing damage. > > ***Great sword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 8 (2d6 + 2) slashing damage. > > ***Shape change.*** A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the beast category. \page
17
PART 3 | Archons
### Justice archon Justice archons were zealous archons devoted to the upholding of justice above all else and seeking out righteous vengeance against the wicked. Glorious and angelic, these beautiful, radiant creatures typically appeared as gold-skinned, gold-eyed, gold-haired, and gold-winged humans or elves. Most weighed about 190 pounds (86 kilograms) and stood about six feet (180 centimeters) tall. Justice archons were usually armored in full plate. They favored greatswords or occasionally glaives or greataxes Like many celestials, justice archons did not actually possess a true sex, but they often appeared as males or females. They required no food, drink, or sleep to live. ___ ___ > ## Justice archon >*Medium celestial (archon), Lawful good* > ___ > - **Armor Class** 18 Plate > - **Hit Points** 62(6d8 + 30) > - **Speed** 30ft, fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|21 (+5)|10 (+0)|13 (+1)|14 (+2)| > > ___ > - **Skills** History +2, Insight +3, Intimidation +4, Perception +3, Persuasion +4, Stealth +3, Survival +3 > - **Damage Resistances** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60, Passive Perception 13 > - **Languages** All > - **Challenge** 3 (700 XP) > ___ > ***Aura of menace.*** Whenever the justice archon is angry or fighting any hostile creature within a 20ft radius of the justice archon must make a dc 13 Charisma save or have disadvantage on attacking the justice archon for 24 hours or until the creature hits the justice archon. On a successful save a creature is immune to the justice archon's aura of menace for 24 hours. > > ***Protection from evil.*** The justice archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Justice strike.*** When the justice archon hits with a melee attack against a target they can choose to instead roll damage with the targets favored weapon damage dice (counts buffs to damage dice amount at the time) +10 and the justice archon can chose to make all that damage either poison or radiant damage. Any two handed weapon strike deals an extra 10 damage when held by the justice archon. > > ***Magic resistance.*** The justice archon has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The justice archon's innate spellcasting ability is Wisdom (spell save DC 12). The justice archon can innately cast the following spells, requiring no material components: > > At will: Aid, detect good and evil (evil only), sacred flame, teleport > ### Actions > ***Great sword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 22 (2d6 + 13) slashing damage. \page
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PART 3 | Archons
### Lantern archon Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren’t unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks. A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil. ___ ___ > ## Lantern archon >*Small celestial (archon), Lawful evil* > ___ > - **Armor Class** 12 Natural armor > - **Hit Points** 12(2d6 + 2) > - **Speed** fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|11 (+0)|12 (+1)|6 (-2)|11 (+0)|10 (+0)| > > ___ > - **Saving Throws** DEX +2 > - **Skills** History +2, Insight +2, Perception +2, Persuasion +2 > - **Damage Resistances** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Exhaustion, Paralyzed, Petrified, Unconscious > - **Senses** Darkvision 60ft , Passive Perception 12 > - **Languages** All > - **Challenge** 1/8 (25 XP) > ___ > ***Aura of menace.*** When ever the lantern archon is angry or fighting any hostile creature within a 20ft radius of the lantern archon must make a dc 10 Charisma save or have disadvantage on attacking the lantern archon for 24 hours or until the creature hits the lantern archon. On a successful save a creature is immune to the lantern archon's aura of menace for 24 hours. > > ***Gestalt.*** If 9 lantern archons are within 30ft of each other one can use their whole turn to combine with the others and gain the statistics of an air elemental (they keep the initiative of the one that used their turn to combine). In this form they have the statics except for intelligence and wisdom of the air elemental but all damage is changed to radiant and they keep the aura of menace. The lantern archons stay in this form for 2d4 rounds and when they are separated they divide the remaining hit points of the air elemental state to determine the amount of hit points they have left and if the air elemental form is slain so are all 9 lantern archons. > > ***Innate spellcasting.*** The lantern archon's innate spellcasting ability is Wisdom (spell save DC 10). The lantern archon can innately cast the following spells, requiring no material components: > > At will: Aid, detect good and evil (evil only), sacred flame, teleport (self plus 50lbs at most) > ### Actions > ***Multi attack.*** The lantern archon can make two light ray attacks. > > ***Light ray.*** *Ranged Weapon Attack:* +2 to hit, range 5/30ft., one target. *Hit* 3 (1d6) radiant damage and the damage dealt by this attack ignores resistances. \page
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PART 3 | Archons
### Sword archon This creature resembles a ruggedly handsome, oversized human with glorious, feathered wings. Before entering battle, it transforms its forearms into sharp, fiery blades that ripple the air around them. The paragons of the Seven Heavens use sword archons as enforcers of the heavenly laws, a pursuit to which the canny sword archons seem perfectly suited. Sword archons dress in simple garments of patterned cloth, covering themselves in great cloaks when attempting to blend in with their surroundings. Most make little effort to conceal themselves, however, believing that the justness of their mission would be compromised by subterfuge. The beauty of a sword archon’s feathered wings rivals that of the most stunning giant eagles. When angered or in combat, the forearms of a sword archon shift form to take on the quality of holy flaming longswords. They stand 10 feet tall and weigh 550 pounds. ___ ___ > ## Sword archon >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 17 Natural armor > - **Hit Points** 79(10d10 + 20) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|17 (+3)|14 (+2)|12 (+1)|14 (+2)|17 (+3)| > > ___ > - **Skills** Deception +6, History +4, Insight +5, Investigation +4, Perception +5, Persuasion +6, Religion +4, Stealth +6, Survival +5 > - **Damage Resistance** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 15 > - **Languages** All > - **Challenge** 7 (2,900 XP) > ___ > ***Aura of menace.*** Whenever the sword archon is angry or fighting any hostile creature within a 20ft radius of the sword archon must make a dc 17 Charisma save or have disadvantage on attacking the sword archon for 24 hours or until the creature hits the sword archon. On a successful save a creature is immune to the sword archon's aura of menace for 24 hours. > > ***Protection from evil.*** The sword archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic weapon.*** The sword archon's weapon attacks are with its blade arm counts as +2 longswords of holy fire. > > ***Discorporating drive (3/day).*** The sword archon uses its action to make a dash action towards one creature it can reach within that dash action and that creature must roll 1d100 and if they roll 10 or lower they are reduced to 0 hit points (this doesn't effect constructs and plants). > > ***Magic resistance.*** The sword archon has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The sword archon's innate spellcasting ability is Charisma (spell save DC 15). The sword archon can innately cast the following spells, requiring no material components: > > At will: Aid, divination, locate creature, locate object, message, sacred flame, teleport > > 3/day each: Beacon of hope, bless, commune, dispel good and evil (works on chaotic evil only) > > 1/day each: flesh to stone > ### Actions > ***Multi attack.*** The sword archon makes two arm blade attacks. > > ***Arm blade.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 13 (1d8 + 9) slashing damage plus 5 (1d6 +2) fire damage and 8 (2d6 +2) radiant damage. \page
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PART 3 | Archons
### Throne archon This towering, regal figure has fair hair, flawless golden skin, and glowing blue eyes that fill you with love and warmth. Its sublime yet stoic facial expression bears an unshakable countenance that suggests great wisdom and conviction. Although this glorious being has no wings, it wears an ornate suit of golden full plate and carries a massive greatsword etched with runes. The spirits of the Seven Heavens of Celestia congregate in magnificent cities throughout the plane’s seven layers. Throne archons, powerful embodiments of law and good, command these cities with stern attention to order and unyielding dedication to the power of benevolence. They serve as the judges of the Heavens, occasionally tasking themselves with meting out justice to the particularly vile or corrupt. Such duties require the utmost patience and attention, so most resent being called to the Material Plane. Nonetheless, if bargained with carefully, a throne archon can be a devastatingly effective ally. Throne archons stand tallest among their race, the largest reaching 10 feet or more. Unlike most archons, thrones bear no wings. However, their belief in the causes they represent gives them the natural ability to soar through the air. Their faces reflect the human ideal of beauty, though all bear a regal, somewhat cold expression that hints at the ability to make difficult decisions. Their eyes glow with the glorious love of the Upper Planes. They stand 12 feet tall and weigh 700 pounds. \page
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PART 3 | Archons
___ ___ > ## Throne archon >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 18 Plate > - **Hit Points** 107(12d10 + 36) > - **Speed** 40ft, fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|24 (+7)|17 (+3)|18 (+4)|16 (+3)|22 (+6)| > > ___ > - **Saving Throws** WIS +7, CHA +10 > - **Skills** Arcana +8, History +8, Insight +7, Intimidation +10, Investigation +8, Medicine +7, Perception +10, Persuasion +10, Religion +8, Survival +7 > - **Damage Resistance** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 17 > - **Languages** All > - **Challenge** 9 (5,000 XP) > ___ > ***Penitentiary gaze.*** Any creature which isn't lawful good that meets the throne archon's gaze whilst within 30ft of the throne archon must make a dc 17 Charisma save or take 2 effects based off the alignment axis below as forms of remorse for their actions. The throne archon can turn off this ability as a bonus action. > > ***Law/chaos axis.*** Neutral: The victim is beset by religious visions in which angelic legions berate them for straying from the true path of law and goodness. As a result, they have disadvantage until the end of their next turn. > > Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted gaining 1 level of exhaustion to a maximum of 5 levels of exhaustion. > > ***Good/evil axis. .*** Neutral: Pangs of self-regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 10 points of damage. > > Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 20 points of damage. > > ***Channeling.*** The throne archon can use its action to share some of their power with a mortal of their choice and for the next 1d4 days that mortal creature can use the throne archon's innate spellcasting. > > ***Aura of menace.*** Whenever the throne archon is angry or fighting any hostile creature within a 20ft radius of the throne archon must make a dc 17 Charisma save or have disadvantage on attacking the throne archon for 24 hours or until the creature hits the throne archon. On a successful save a creature is immune to the throne archon's aura of menace for 24 hours. > > ***Protection from evil.*** The throne archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic weapon.*** The throne archon's weapon attacks count as magical. > > ***Magic resistance.*** The throne archon has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The throne archon's innate spellcasting ability is Charisma (spell save DC 19). The throne archon can innately cast the following spells, requiring no material components: > > At will: branding smite, compulsion, cure wounds, detect good and evil (evil only), dispel magic, hallow, holy weapon, lesser restoration, protection from poison, remove curse, see invisibility, sending, zone of truth > > 3/day each: Banishment, blinding smite, death ward, divine favor, find the path, greater restoration, heal, heroes feast, raise dead, shield of faith, true seeing > > 1/day: resurrection > ### Actions > ***Vorpal greatsword.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one target. *Hit* 25 (4d8 + 9) slashing damage. This ignores resistances to slashing weapons and when the throne archon rolls a critical hit they behead the target unless that is not possible (gm's decision) in which case it instead deals an extra 24 (6d8) slashing damage. \page
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PART 3 | Archons
### Warden archon Warden archons were the watchers of the Seven Heavens of Celestia and the ever-vigilant guardians of its gates. Powerful summoners could call on warden archons for extraplanar aid. Warden archons were large, bear-like archons with dexterous hands instead of paws, but these furry hands ended in razor-sharp, black claws. They were about the size of an ogre, standing between eight and ten feet tall. Their thick fur was colored white or like silver or gold. When one looked into their tiny, clear, black eyes, their intelligence was obvious. Wardens were often garbed in plate mail engraved with holy and virtuous symbols. They were always observed wearing metal collars about their necks and bracers about their arms. These ornaments were not actual metal; they were mystical representations of the archon's rank within the hierarchy of Celestia and could not be removed. ___ ___ > ## Warden archon >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 18 Plate > - **Hit Points** 60 (7d10 + 21) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|11 (+0)|17 (+3)|16 (+2)|12 (+1)|12 (+1)| > >___ > - **Skills** Athletics +11, History +6, Insight +4, Investigation +6, Perception +5, Persuasion +4, Religion +6, Survival +4 > - **Damage Resistance** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 14 > - **Languages** All > - **Challenge** 6 (2,300 XP) > ___ > ***Aura of menace.*** Whenever the warden archon is angry or fighting any hostile creature within a 20ft radius of the warden archon must make a dc 13 Charisma save or have disadvantage on attacking the warden archon for 24 hours or until the creature hits the warden archon. On a successful save a creature is immune to the warden archon's aura of menace for 24 hours. > > ***Protection from evil.*** The warden archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** The warden archon has advantage on saving throws against spells and other magical effects. > > ***Innate spellcasting.*** The warden archon's innate spellcasting ability is Wisdom (spell save DC 14). The warden archon can innately cast the following spells, requiring no material components: > > At will: Aid, detect good and evil (evil only), detect magic, detect thoughts, locate creature, sacred flame, scying, see invisibility, teleport, true strike > > 3/day each: shield of faith, true seeing > > ***Unerring array.*** A warden archon instinctively knows the alignment of any creatures within 60ft and this ability bypasses all methods to magically mask their alignment. > ### Actions > ***Multi attack.*** The warden archon makes two claw attacks and one bite attack. If the warden archon hits with two claw attacks it deal an extra 16 (2d8 + 8) slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit* 12 (1d8 + 8) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 14 (2d6 + 8) piercing damage. > ### Reactions > ***Uncanny dodge.*** When a creature attacks and damages the warden archon the warden archon can choose to use their reaction to halve the damage total dealt. \page
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PART 3 | Archons
### Word archon Word archons were the celestial guardians of pure concepts, such as goodness, virtue, and love. These archons excelled in the power of true names. Word archons had bronze-colored skin and glowed faintly. Their most distinguishing feature was a pair of "wings" composed not of feathers but of pages of parchment paper suspended behind them. Each page bore a single rune. Most word archons stood about seven feet (210 centimeters) tall and weighed between 150 and 200 pounds (between 68 and 91 kilograms). ___ ___ > ## Word archon >*Medium celestial (archon), Lawful good* > ___ > - **Armor Class** 19 Breastplate > - **Hit Points** 105 (9d10 + 54) > - **Speed** 30ft, fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|12 (+1)|23 (+6)|22 (+6)|16 (+3)|17 (+3)| > >___ > - **Skills** Arcana +9, Insight +6, Intimidation +6, Investigation +9, Nature +9, Perception +6, Persuasion +6, Survival +6 > - **Damage Resistance** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 16 > - **Languages** All > - **Challenge** 6 (2,300 XP) > ___ > ***Utterance.*** The word archon can use its action to create one of the following effects but they must be able to speak. > > 1). Gain advantage on all intelligence based checks for 1d4 rounds. > > 2). Heal a creature 4d4 hit points or damage them for 4d4 necrotic damage that the archon can see within 120ft. > > 3). Create a massive 60ft radius flash of blinding light and each creature within the radius must make a dc 16 constitution saving throw or be blind for 1d4 rounds. > > 4). Gain advantage on all ranged attacks for 1d4 rounds. > > 5). Create a perfectly accurate map of any location they have been before for at least 1 hour. > > 6). Casts thunderwave as if they where using a 3rd level spell slot (dc 16). > > 7). The word archon chooses one creature within 30ft they can see and make eye contact with. The chosen creature must make a dc 16 charisma save or tell the word archon their true name. > > ***Aura of menace.*** Whenever the word archon is angry or fighting any hostile creature within a 20ft radius of the word archon must make a dc 16 Charisma save or have disadvantage on attacking the word archon for 24 hours or until the creature hits the word archon. On a successful save a creature is immune to the word archon's aura of menace for 24 hours. > > ***Protection from evil.*** The word archon is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** The word archon has advantage on saving throws against spells and other magical effects. > > ***Magic items.*** The word archon always carries a +1 holy warhammer that deals double damage to fiends and undead and wear a magical breastplate. > ### Actions > ***+1 holy warhammer.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 11 (1d8 + 7) bludgeoning damage plus 8 (2d8) radiant damage. \page
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PART 4 | Guardinals
# Guardinals Guardinals were animalistic celestials native to the House of Nature. When at home, they were among the most peaceful beings in all the planes, but outside their home plane, they hunted down evil to stop it. ### Avoral This creature has the body of a tall, muscular human, but with long, powerful wings instead of arms. The face is more human than avian, but the hair resembles a feathery cowl, and the eyes are bright gold. The legs have strong talons and feathery vanes. An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do. An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces. ___ ___ > ## Avoral >*Medium celestial, neutral good* > ___ > - **Armor Class** 20 Natural armor > - **Hit Points** 67(7d8 +35) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|23 (+6)|20 (+5)|15 (+2)|16 (+3)|16 (+3)| > >___ > - **Saving Throws** CON +8, WIS +6 > - **Skills** Animal Handling +6, Arcana +5, Deception +6, History +5, Intimidation +6, Perception +9, Persuasion +6 > - **Damage Resistances** Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 120 ft, Truesight 60 ft, Passive Perception 19 > - **Languages** Celestial, Draconic, Infernal > - **Challenge** 5 (1,800 XP) > ___ > ***Lay on hands.*** The avoral has a level 8 paladin lay on hands. > > ***Fear aura.*** Each creature that isn't a celestial within 30 ft of the avoral must make a dc 16 charisma save or be frightened of the avoral for 1 minute, a frightened creature can remake the save at the end of their turn. > > ***Tongues.*** The avoral can speak with any animal that isn't evil. > > ***Magic resistance.*** The avoral has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The avoral’s weapon attacks are magical. > > ***Innate spellcasting.*** The Avoral’s innate spellcasting ability is Charisma. It can innately cast the following spells (dc 14, +6 to hit), requiring no material components: > > At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle, magic missile, see invisibility. > > 3/day: lightning bolt. > ### Actions > ***Multi attack.*** The avoral casts one spell and makes two wing attacks or two talon attacks. > > ***Wing.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 6) bludgeoning damage. > > ***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 12 (2d6 + 6) slashing damage. \page
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PART 4 | Guardinals
### Cervidal The most common of the guardinals of Elysium are the satyrlike cervidals. Their home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria serioiusly and are rarely found elsewhere except in times of great need. A cervidal’s body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature’s most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human’s, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver effective slam attacks. Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar’ri, but cervidals seldom have the luxury of fighting an equal number of opponents. ___ ___ > ## Cervidal >*Medium celestial, Neutral good* > ___ > - **Armor Class** 16 Leather armor > - **Hit Points** 22(3d8 + 6) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|17 (+3)|15 (+2)|12 (+1)|17 (+3)|16 (+2)| > >___ > - **Saving Throws** DEX +5, CON +4 > - **Skills** Arcana +3, Intimidation +5, Medicine +3 > - **Damage Resistances** Acid, Cold, Poison > - **Damage Immunities**Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** Celestial, Draconic, Infernal > - **Challenge** 3 (700 XP) > ___ > ***Horn powers.*** The horns of cervidal can act like the spell lessor restoration when touched and the effect of dispel magic. > > ***Charge.*** If the cervidal moves at least 10 ft. straight toward a target and then hits it with a buck attack on the same turn, the target takes an extra 9 (2d8) Bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone. > > ***Tongues.*** The cervidal can speak with any animal that isn't evil. > > ***Magic resistance.*** The cervidal has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The cervidal's weapon attacks are magical. > > ***Innate spellcasting.*** The Cervidal's innate spellcasting ability is Wisdom. It can innately cast the following spells (dc 13, +5 to hit), requiring no material components: > > At will: bless, command, detect poison, light > > 3/day: hold person, magic missile, suggestion > ### Actions > ***Multi attack.*** The cervidal makes a buck attack and two slam attacks. > > ***Buck.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) bludgeoning damage. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 4) bludgeoning damage. \page
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PART 4 | Guardinals
### Equinal A equinal resembles a human with some of the qualities of a draft horse. Its chest and shoulders are of heroic proportion, and its long arms end in thick, iron-hard fingers that make a creditable hoof when curled into a fist. Its legs are even more horselike, with a long foot ending in a true hoof. Its lower limbs are covered with short, bristly hair, and its face is long and narrow, with a long, wild mane running from the crest of its head down to the center of its back. ___ ___ > ## Equinal >*Large celestial, Neutral good* > ___ > - **Armor Class** 12 Natural armor > - **Hit Points** 32 (3d10 + 9) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|16 (+3)|13 (+1)|15 (+2)|15 (+2)| > >___ > - **Saving Throws** STR +7 > - **Skills** Athletics +7, History +3, Perception +4, Survival +4 > - **Damage Resistance** Acid, Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunties** Lightning > - **Condition Immunities** Petrified > - **Senses** Passive Perception 14 > - **Languages** Celestial, Common > - **Challenge** 2 (450 XP) > ___ > ***Whinny (1/hour).*** As a bonus action the equinal lets out a shriek that effects every creature within a 20 ft radius and each creature with an intelligence of 14 or lower is stunned until the end of their next turn. > > ***Lay on hands.*** The equinal has a level 8 paladin lay on hands. > > ***Tongues.*** The equinal can speak with any animal that isn't evil. > > ***Magic resistance.*** The equinal has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The equinal’s weapon attacks are magical. > > ***Innate spellcasting.*** The equinal’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: > > At will: aid, command, detect good and evil, detect magic, dimension door, dispel magic, fog cloud, light, magic circle (self only), magic missile, see invisibility > > 1/day each: slow, wall of stone > ### Actions > ***Multi attack.*** The equinal makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 9 (1d8 + 5) bludgeoning damage. \page
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PART 4 | Guardinals
### Leonal This creature looks like a powerful humanoid about 6 feet tall, covered in short, golden fur. Its head is leonine in appearance, with a short mussle and a lush, dark gold mane. Its arms end in powerful claws, and its mouth holds rows of long, sharp teeth. One of the most powerful guardinal forms, a leonal is every bit as regal as a lion of the Material Plane. As a foe, it can be just as terrifying, bellowing mighty roars and slashing with razor-sharp claws. ___ ___ > ## Leonal >*Medium celestial, Neutral good* > ___ > - **Armor Class** 13 Natural armor > - **Hit Points** 114(12d8 + 60) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|17 (+3)|20 (+5)|14 (+2)|14 (+2)|15 (+2)| > >___ > - **Saving Throws** DEX +6, CON +8 > - **Skills** History +5, Intimidation +8, Perception +5, Persuasion +5, Stealth +6 > - **Damage Resistances** Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 120 ft, Truesight 60 ft, Passive Perception 15 > - **Languages** Celestial, Draconic, Infernal > - **Challenge** 7 (2,900 XP) > ___ > ***Aura of protection.*** Aura of protection. The leonal has an aura whilst conscious, this aura places all creatures that the leonal considers allies within 30ft under the protection from good and evil spell. > > ***Lay on hands.*** The leonal has a level 8 paladin lay on hands. > > ***Tongues.*** The leonal can speak with any animal that isn't evil. > > ***Pounce.*** If the leonal moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the leonal can make one bite Attack against it as a Bonus Action. > > ***Magic resistance.*** The leonal has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The leanal’s weapon attacks are magical. > > ***Innate spellcasting.*** The Leonal’s innate spellcasting ability is Charisma. It can innately cast the following spells (DC 13 +6 to hit), requiring no material components: > > At will: detect thoughts, fireball, hold monster, polymorph, wall of force > > 3/day each: cure wounds, protection from poison, lessor restoration > > 1/day: heal > ### Actions > ***Multi attack.*** The leonal makes two claw attacks and one bite attack. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 11 (1d6 + 8) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 12 (1d8 + 8) piercing damage and the target must make an apposed strength check or be grappled by the leonal. > > ***Roar (3/day).*** The leonal lets out a loud roar which sends out a blast of holy energy within a 60 ft cone and each creature in this radius must make a dc 18 Wisdom save or be hit with the effects of divine word + 2d6 thunder damage. \page
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PART 4 | Guardinals
### Lupinal The lupinals’re the front-line troops of Elysium. Packs of ’em roam all over the plane, and often into the Outlands, Bytopia, or the Beastlands, searching aggressively for any hint of evil intrusion. While the other guardinals take their rest in Elysium, the lupinals hold themselves ready for battle at a moment’s notice. Their organization and outlook are distinctly lawful at times, far more so than those of the other guardinals. ___ ___ > ## Lupinal >*Medium celestial, Neutral good* > ___ > - **Armor Class** 19 Leather armor > - **Hit Points** 45(8d8 + 8) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|20 (+5)|13 (+1)|16 (+3)|18 (+4)|15 (+2)| > >___ > - **Saving Throws** STR +8, DEX +7 > - **Skills** Animal Handling +6, Perception +6, Stealth +7 > - **Damage Resistance** Acid, Cold, Poison > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60 ft, Passive Perception 16 > - **Languages** Celestial, Draconic, Infernal > - **Challenge** 4 (1,100 XP) > ___ > ***Fear howl.*** As a bonus action the lupinal can howl and each creature within 600 ft that can hear them must make a dc 14 charisma save or be frightened for 1 minute, on a failed save the target can remake it at the end of their next turn. > > ***Keen hearing and smell.*** The lupinal has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Magic resistance.*** The lupinal has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The lupinal's weapon attacks are magical. > > ***Innate spellcasting.*** The lupinal's spellcasting ability is Wisdom (spell save DC 14, +6). It can innately cast the following spells, requiring no material components. > > At/will: blink, blur, alter self, darkness, misty step > > 3/day each: cone of cold, cure wounds, fly, magic missile > ### Actions > ***Multi attack.*** The lupinal makes two claw attacks and one bite attack. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 8 (1d4 + 6) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d6 + 6) piercing damage and the target must make a dc 16 strength save or be knocked prone. > ### Reactions > ***Dodge missile.*** As a reaction to having a range weapon attack roll against them the lupinal can raise its ac by 5 against ranged weapons till its next turn. \page
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PART 4 | Guardinals
### Ursinal This large biped has distinctive bearlike attributes. Its body is covered with fur that varies in color from light gold to red to golden-brown. The hair grows thick and long on its forearms, back, and lower legs but thin and fine on its torso and face. Its face, which has a pronounced muzzle and high-set ears, bears a kind expression. Ursinals are the scholars and philosophers of the guardinals, benevolent and wise. They serve as advisers to the leonals and record-keepers of Elysium. They enjoy sharing their knowledge, often at great length with endless digressions. Ursinals stand just over 8 feet tall and weigh close to 700 pounds. ___ ___ > ## Ursinal >*Large celestial, Neutral good* > ___ > - **Armor Class** 19 Natural armor > - **Hit Points** 76(8d10 + 24) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|17 (+3)|18 (+4)|17 (+3)|18 (+4)| > >___ > - **Saving Throws** INT +7, WIS +6 > - **Skills** Arcana +7, History +7, Intimidation +7, Medicine +7, Perception +6, Persuasion +7 > - **Damage Resistance** Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60 ft, Passive Perception 16 > - **Languages** Abyssal, Celestial, Common, Draconic, Infernal > - **Challenge** 5 (1,800 XP) > ___ > ***Danger sense.*** If the ursinal is forced to make a dexterity saving throw and they can see attack or thing coming they roll with advantage. > > ***Lay on hands.*** The ursinal has a level 8 paladin lay on hands. > > ***Tongues.*** The ursinal can speak with any animal that isn't evil. > > ***Magic resistance.*** The ursinal has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** The ursinal's weapon attacks are magical. > > ***Innate spellcasting.*** The ursinal’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: > > At will: aid, daylight, sleep, detect good and evil, detect magic, detect thoughts, dimension door, dispel magic, hold monster, magic circle, magic missile, polymorph, see invisibility, fog cloud > > 3/day each: heal, calm emotion, lesser restoration > > 1/day each: divine word > > ***Spellcasting.*** The ursinal is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Ursinal has following Wizard spells prepared: > > Cantrips (at will): Dancing lights, friends, lightning lure, minor illusion, true strike > > 1st level (4 slots): charm person, Tasha's hideous laughter, identify > > 2nd level (3 slots): crown of madness, mind spike, suggestion > > 3rd level (3 slots): Catnap, enemies abound, clairvoyance > > 4th level (3 slots): Arcane eye, Charm monster, confusion > > 5th level (2 slots): rary's telepathic bond, synaptic static > > 6th level (1 slots): mass suggestion, true seeing > ### Actions > ***Multi attack.*** The ursinal makes two claw attacks and one bite attack and if both claw attacks the ursinal can attempt to grapple the target. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 8 (1d8 + 8) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 9 (1d10 + 4) piercing damage. \page
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PART 6 | Celestial hebdomad
# Celestial hebdomad The Celestial Hebdomad were powerful archons who were once mortals, and now served as generals and advisers to the gods of Celestia. These mortals were the first to sacrifice themselves to the cause of law and goodness. Their eternal mandate was to lead the righteous armies of Celestia. They were led by Zaphkiel, who was the only original member of the Hebdomad, the others having since been slain. However, when one of the Hebdomad was killed, an archon was simply changed into the form of the deceased paragon with all of their powers. > All the celestial hebdomad have the ability of Summon archon and Indelible imprint. > > Summon Archon (2/Day). The creature can choose to summon one of the following options with a 25% failure rate. > >4d10 lantern archons, 2d4 justice archons, 2d4 sword archons, and has a 5% chance to summon 1 other member of the Hebdomad. > >A summoned archon appears in an unoccupied space within 60 feet of creature, acts as an ally of creature, and can’t summon other archons. It remains for 1 minute, until it or the creature dies, or until the creature dismisses it as an action. > > ***Indelible imprint.*** When one of the celestial hebtomad is slain those who dealt damage to it within the last 24 hour and is within 60ft of the dying celestial hebtomad must make a dc 24 Wisdom save or be marked with a glowing rune on their forehead making any lawful good creature feel the need to murder as you have broke a grand divine law. ### Barachiel, the messenger This empyreal figure appears as a 9-foot-tall androgynous human with silver skin and dark violet eyes. Great wings covered with silver feathers grace his shoulders. He wears a flowing violet robe adorned with tiny motes of light that glow like stars. He wields a longsword that crackles with electricity and carries a burnished silver trumpet. Barachiel (bah-RAY-kee-ehl) rules Lunia, the bottom layer of the great heavenly mountain, also known as the Silver Heaven. He commands Celestia’s defenses against incursion, though he rarely has much to do in that capacity. In addition, he is the herald and messenger of the archon paragons, even visiting the Material Plane on occasion to deliver messages of the utmost importance. He leads the trumpet archons and is a patron of mortal heralds as well. The Citadel of Stars is Barachiel’s home on the shore of the Silver Sea. A towering fortress with gleaming white marble walls, the Citadel entertains an almost constant stream of trumpet archons coming in and going out on their missions across the planes. \page
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PART 6 | Celestial hebdomad
___ ___ > ## Barachiel, the messenger >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 23 Natural armor > - **Hit Points** 435 (51d10 + 153) > - **Speed** 40ft, fly 120ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|24 (+7)|17 (+3)|17 (+3)|20 (+5)|29 (+9)| > >___ > - **Saving Throws** DEX +13, CON +9, WIS +11, CHA +15 > - **Skills** Animal Handling +11, Arcana +9, History +9, Insight +11, Intimidation +15, Medicine +11, Perception +11, Performance +21, Persuasion +15, Religion +9 > - **Damage Resistance** Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Deafened, Petrified > - **Senses** Darkvision 60ft, Passive Perception 21 > - **Languages** All > - **Challenge** 18 (20,000 XP) > ___ > ***Legendary resistance (3/day).*** If Barachiel fails a saving throw, he can choose to succeed instead. > > ***Electrify blade.*** Any metal weapon Barachiel wields or picks up becomes a magical lightning weapon that deals an extra 2d12 lightning damage with their attacks. Barachiel normally wields a metal long sword. If a weapon is taken off of Barachiel or if he is disarmed the effect on the weapon is gone as its not being held by Barachiel and all their attacks count as magical. > > ***Trumpet.*** Barachiel's trumpet always emits a very harmonious sound. Each creature who isn't an archon or celestial within 100ft must make a dc 19 Charisma save or be paralyzed with awe until the end of their next turn. If the trumpet is some how stolen from Barachiel it turns into chunks of useless metal. Once a creature fails the save and undergoes the effect they are immune to the effect for 1 hour and Barachiel can choose to turn the power off when they please. > > ***Aura of menace.*** Whenever Barachiel is angry or fighting any hostile creature within a 20ft radius of Barachiel must make a dc 19 Charisma save or have disadvantage on attacking Barachiel for 24 hours or until the creature hits Barachiel. On a successful save a creature is immune to Barachiel's aura of menace for 24 hours. > > ***Protection from evil.*** Barachiel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Barachiel has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Barachiel is a 20th-level spellcaster. Its spellcasting ability is Charisma(spell save DC 23, +15 to hit with spell attacks). Barachiel has following cleric spells prepared: > > Cantrips (at will): guidance, light, mending, resistance, word of radiance > > 1st level (4 slots): bless, command, sanctuary, shield of faith > > 2nd level (3 slots): aid, blindness/deafness, zone of truth > >3rd level (3 slots): create food and water, daylight, magic circle > > 4th level (3 slots): death ward, freedom of movement, guardian of faith > > 5th level (3 slots): commune, geas, greater restoration > > 6th level (2 slots): forbiddance, heal > > 7th level (2 slots): fire storm, temple of the gods > > 8th level (1 slots): holy aura > > 9th level (1 slots): astral projection > > ***Innate spellcasting.*** Barachiel's innate spellcasting ability is Charisma (spell save DC 23). Barachiel can innately cast the following spells, requiring no material components: > > At will: beacon of hope, blinding smite, ceremony, daylight, detect good and evil, dispel magic, dream, hallow, holy aura, lightning, message, power word stun, sacred flame, sending, shield of faith, teleport, true seeing, wall of light, word of radiance > > 1/day each: creation, true resurrection > ### Actions > ***Lightning sword.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 9 (2d6 + 3) slashing damage plus 12 (2d12) lightning damage. > > ***Lightning Stroke.*** As long as barachiel has a metal weapon in his hands he can use this attack. One creature of Barachiel's choice within 100ft must make a dc 19 dexterity saving throw or take 30 (10d6) lightning damage. Half damage if the creature makes a successful save. > ### Legendary Actions > Barachiel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Barachiel regains spent legendary actions at the start of his turn. > > ***Move (Costs 1 Actions).*** Barachiel flies 60ft without provoking attacks of opportunity and one creature that barachiel moves within 5ft of during the movement takes 6 (2d6) lightning damage. > > ***Lightning stroke (Costs 2 Actions).*** Barachiel uses their lightning stroke attack. > > ***Trumpet of goodness (Costs 3 Actions).*** Each non lawful good creature within 120ft of Barachiel that can hear them must make a dc 19 Charisma save or be frightened for 1d4 rounds. \page
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PART 6 | Celestial hebdomad
### Domiel, the mercy-bringer This celestial entity stands 12 feet tall and resembles an androgynous human with subtle masculine traits. He has golden skin, black hair, and bright golden eyes that burn like miniature suns. His great wings are sheathed in golden feathers, and he wields a massive flaming greatsword. He is barechested, muscular, and doesn’t wear armor. His handsome face bears a stern yet wise countenance. Domiel (DOH-mee-ehl) rules the Golden Heaven of Mercuria, the second layer of Celestia. Great tombs and wondrous mausoleums dot Mercuria’s golden landscape, and Domiel has sworn an oath to prevent their desecration. Domiel also opposes tyranny, visiting death and ruin upon evil tyrants and all who follow them. Aurilon, the Golden Spire, serves as Domiel’s redoubt. The 400-foot-tall tower of burnished gold rises from a pristine lake formed by the meeting of four rivers, in the middle of a verdant valley. \page
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PART 6 | Celestial hebdomad
___ ___ > ## Domiel, the mercy-bringer >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 18 Natural armor > - **Hit Points** 342(27d10 + 189) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|15 (+2)|25 (+7)|23 (+6)|23 (+6)|30 (+10)| > >___ > - **Saving Throw** CON +13, WIS +12, CHA +16 > - **Skills** Animal Handling +12, Arcana +12, History +12, Insight +12, Intimidation +16, Investigation +12, Medicine +12, Perception +12, Persuasion +16, Religion +12 > - **Damage Resistance** Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Petrified > - **Senses** Darkvision 60ft, Passive Perception 22 > - **Languages** All > - **Challenge** 19 (22,000 XP) > ___ > ***Legendary resistance (3/day).*** If Domiel fails a saving throw, he can choose to succeed instead. > > ***Death ward.*** Domiel is immune to all spells that deal necrotic damage and spells that instantly kill a creature if they are below a certain amount of hit points and Domiel is also immune to spells that reduce maximum hit points. > > ***Aura of menace.*** Whenever Domiel is angry or fighting any hostile creature within a 20ft radius of Domiel must make a dc 20 Charisma save or have disadvantage on attacking Domiel for 24 hours or until the creature hits Domiel. On a successful save a creature is immune to Domiel's aura of menace for 24 hours. > > ***Protection from evil.*** Domiel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Domiel has advantage on saving throws against spells and other magical effects. > > ***Magic weapon.*** Domiel carries a +3 holy flaming greatsword at all times and can summon this weapon to their hand at anytime they wish. > > ***Spellcasting.*** Domiel is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Domiel has following cleric spells prepared: > > Cantrips (at will): guidance, light, mending, resistance, sacred flame > > 1st level (4 slots): bless, command, protection from good and evil, shield of faith > > 2nd level (3 slots): aid, silence, zone of truth > > 3rd level (3 slots): life transference, magic circle, remove curse > > 4th level (3 slots): divination, locate creature > > 5th level (3 slots): commune, flame strike, planar binding > > 6th level (2 slots): heal, word of recall > > 7th level (2 slots): plane shift, regenerate > > 8th level (1 slots): holy aura > > 9th level (1 slots): mass heal > > ***Innate spellcasting.*** Domiel's innate spellcasting ability is Charisma (spell save DC 24). Domiel can innately cast the following spells, requiring no material components: > > At will: booming blade, daylight, detect good and evil, dispel magic, hallow, holy weapon, message, sacred flame, scorching ray, sending, shield of faith, teleport, true seeing > > 3/day: finger of death > > 1/day each: creation, power word kill > ### Actions > ***+3 Holy flaming greatsword.*** *Melee Weapon Attack:* +15 to hit, reach 10ft., one target. *Hit* 21 (2d12 + 9) slashing damage plus 6 (2d6) radiant damage and 8 (2d8) fire damage. > ### Legendary Actions > Domial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Domial regains spent legendary actions at the start of his turn. > > ***Mercy (Costs 1 Actions).*** One creature of Domial's choice that has damaged him within the last 24 hours and is currently within 120ft and can hear him must make a dc 20 Charisma save or be stunned until the end of their next turn. > > ***Serve justice (Costs 2 Actions).*** Domial chooses one target they can see within 60ft and teleports to be adjacent to said target if possible and makes two +3 holy flaming greatsword attacks. > > ***"I forgive you" (Costs 3 Actions).*** Each non good creature within 120ft that can hear Domial must make a dc 21 Charisma save or take 50 (10d10) psychic damage those of an evil alignment have disadvantage on the save. \page
34
PART 6 | Celestial hebdomad
### Erathaol, the seer This being appears as an 8-foot-tall androgynous human with subtle masculine traits, white-feathered wings, pearly skin, and golden hair. He carries a beautiful and ornate quarterstaff, one end wreathed in flames, the other end coated with frost. His rich blue robes are adorned with arcane symbols stitched with silver thread and sewn with pearls. He looks both regal and wise. Erathaol (eh-rah-THAY-ohl) rules Venya, the Pearly Heaven and the third of Celestia’s layers. A patron of prophets and seers, Erathaol forecasts planar events before they unfold and watches over children destined for greatness. He also oversees a vast library that includes thousands of historical codices, written laws, and celestial canticles. Erathaol watches the universe unfold from Xiranthador, an undersea library-fortress made of colossal seashells set with ornate mother-of-pearl mosaics. The fortress holds more books and scrolls than can be read in one thousand lifetimes. \page
35
PART 6 | Celestial hebdomad
___ ___ > ## Erathaol, the seer >*Large celestial (archon), lawful good* > ___ > - **Armor Class** 16 Natural armor > - **Hit Points** 405(3210 + 224) > - **Speed** 40ft, 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|15 (+2)|25 (+7)|30 (+10)|25 (+7)|23 (+6)| > >___ > - **Saving Throws** INT +17, WIS +14, CHA +13 > - **Skills** Arcana +17, History +17, Insight +14, Intimidation +13, Investigation +16, Medicine +14, Nature +17, Persuasion +13, Religion +17 > - **Damage Resistance** Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Charmed, Petrified > - **Senses** Darkvision 60ft, Passive Perception 24 > - **Languages** All > - **Challenge** 21 (33,000 XP) > ___ > ***Legendary resistance (3/day).*** If Erathaol fails a saving throw, he can choose to succeed instead. > > ***Aura of menace.*** Whenever Erathaol is angry or fighting any hostile creature within a 20ft radius of Erathaol must make a dc 20 Charisma save or have disadvantage on attacking Erathaol for 24 hours or until the creature hits Erathaol. On a successful save a creature is immune to Erathaol's aura of menace for 24 hours. > > ***Protection from evil.*** Erathaol is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Erathaol has advantage on saving throws against spells and other magical effects. > > ***Magic weapon.*** Erathaol always carries a +3 holy freezing quarterstaff and if not they can summon it to their side at any time no matter what. > > ***Celestial knowledge.*** When ever Erathaol makes a intelligence (history or religion) check or a wisdom (animal handling or medicine) check they add 1d12 to the roll and Erathaol can cast the spell detect thoughts and legend lore as free actions. > > ***Foresight.*** Erathaol is constantly under the effects of the foresight spell unless he is stunned or unconscious. > > ***Spellcasting.*** Erathaol is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 21, +13 to hit with spell attacks). Erathaol has following cleric spells prepared: > > Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying > > bless, command, detect magic, protection from good and evil > > 2nd level (3 slots): aid, hold person, zone of truth > > 3rd level (3 slots): clairvoyance, remove curse, water walk > > 4th level (3 slots): control water, divination, locate creature > > 5th level (3 slots): commune, holy weapon, scrying > > 6th level (2 slots): blade barrier, find the path > > 7th level (2 slots): divine word, temple of the gods > > 8th level (1 slots): antimagic field > > 9th level (1 slots): mass heal > > ***Innate spellcasting.*** Erathaol's innate spellcasting ability is Intelligence (spell save DC 25). Erathaol can innately cast the following spells, requiring no material components: > > At will: continual flame, detect good and evil (chaos and evil only), dispel good and evil (evil only), dispel magic, hallow, message, prayer of healing, sending, shield of faith, teleport, true seeing, water breathing > > 3/day: awaken > > 1/day: creation > ### Actions > ***Multi attack.*** Erathaol make two +3 holy freezing quarterstaff attacks. > > ***+3 holy freezing quarterstaff.*** *Melee Weapon Attack:* +16 to hit, reach 10ft., one target. *Hit* 13 (1d8 + 9) bludgeoning damage plus 6 (2d6) radiant damage and 6 (1d12) cold damage. > ### Legendary Actions > Erathaol can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Erathaol regains spent legendary actions at the start of his turn. > > ***Perfect opportunity (Costs 1 Actions).*** The next time a creature goes to attack Erathaol and hits by less than 5 or misses Erathaol can use their reaction to make an attack of opportunity. > > ***Prediction (Costs 2 Actions).*** Erathaol chooses one creature they can see within 120ft and now until the end of that creature's next turn Erathaol gains a 1d10 bonus to their roll on any saving throws or checks that the creature forces Erathaol to make. > > ***Future of hope (Costs 3 Actions).*** Each evil creature must make a dc 20 wisdom save or not be able to cast spells of 5th level or lower until the end of Erathaol's next turn. \page
36
PART 6 | Celestial hebdomad
### Pistis sophia, the ascetic A lovely 8-foot-tall androgynous being with subtle feminine traits stands before you. She has bright green eyes and silver hair. Her skin looks like polished indigo crystal, and her wings have translucent silver feathers that catch the light. She bears a gentle, self-satisfied countenance that fills your hearts with hope. Pistis Sophia rules Solania, the Crystal Heaven and the fourth layer of Celestia. Embodying all that is serene and sincere, she always speaks the unclouded and undiluted truth, for in truth lies harmony and bliss. Even in the face of conflict, she never displays a temper or allows a scowl to cross her face. She wants for nothing and inspires others to pursue self-perfection by casting off possessions and clothing—symbols of greed and insecurity. Pistis Sophia tours the various monasteries and cathedrals that rise from Solania’s breathtaking landscape, sand she particularly enjoys long walks through fog-shrouded valleys with groups of petitioners or visiting pilgrims. \page
37
PART 6 | Celestial hebdomad
___ ___ > ## Pistis sophia, the ascetic >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 21 Natural armor > - **Hit Points** 457 (29d10 + 290) > - **Speed** 90ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|22 (+6)|30 (+10)|22 (+6)|30 (+10)|22 (+6)| > >___ > - **Saving Throws** DEX +13, CON +17, WIS +17, CHA +13 > - **Skills** Acrobatics +13, Arcana +13, Athletics +8, History +13, Insight +17, Intimidation +13, Medicine +17, Perception +17, Persuasion +13, Religion +13, Survival +17 > - **Damage Resistances** Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning, Poison > - **Condition Immunities** Charmed, Petrified, Poisoned > - **Senses** Darkvision 60ft, Passive Perception 27 > - **Languages** All > - **Challenge** 22 (41,000 XP) > ___ > ***Legendary resistance (3/Day).*** If Pistis sophia fails a saving throw, she can choose to succeed instead. > > ***Avoidance.*** If Pistis sophia is subjected to an effect that allows her to make a saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. > > ***Lay on hands.*** Pistis sophia has an ability identical to the lay on hands ability of a level 12 paladin. > > ***Aura of menace.*** Whenever Pistis sophia is angry or fighting any hostile creature within a 20ft radius of Pistis sophia must make a dc 20 Charisma save or have disadvantage on attacking Pistis sophia for 24 hours or until the creature hits Pistis sophia. On a successful save a creature is immune to Pistis sophia's aura of menace for 24 hours. > > ***Protection from evil.*** Pistis sophia is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic reistance.*** Pistis sophia has advantage on saving throws against spells and other magical effects. > > ***Magic weapons.*** Pistis sophia's weapon attacks count as magical. > > ***Spellcasting.*** Pistis sophia is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). Pistis sophia has following cleric spells prepared: > > Cantrips (at will): guidance, light, mending, resistance, thaumaturgy > > 1st level (4 slots): bless, command, create food and water, sanctuary > >2nd level (3 slots): hold person, silence, spiritual weapon > > 3rd level (3 slots): create food and water, daylight, magic circle > > 4th level (3 slots): banishment, death ward, guardian of faith > > 5th level (3 slots): commune, dawn, greater restoration > > 6th level (2 slots): harm, heal > > 7th level (2 slots): symbol, temple of the gods > > 8th level (1 slots): earthquake > > 9th level (1 slots): mass heal > > ***Innate spellcasting.*** Innate Spellcasting. Pistis sophia's innate spellcasting ability is Charisma (spell save DC 25, +17 with spell attacks). Pistis sophia can innately cast the following spells, requiring no material components: > > At will: aura of vitality, color spray, continual flame, detect good and evil, dispel magic, etherealness, freedom of movement, message, sending, teleport, true seeing, word of radiance > > 3/day each: calm emotions, ray of enfeeblement > > 1/day: creation > ### Actions > ***Multi attack.*** Pistis sophia makes two unarmed strikes. > > ***Unarmed strike.*** *Melee Weapon Attack:* +13 to hit, reach 10ft., one target. *Hit* 16 (2d10 + 6) bludgeoning damage plus 6 (2d6) radiant damage. > ### Legendary Actions > Pistis sophia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Pistis sophia regains spent legendary actions at the start of her turn. > > ***Freely moving (Costs 1 Actions).*** Pistis sophia moves 50ft and if any creature is grappling or tries to make an attack of opportunity against her they take 24 (4d12) force damage. > > ***No regrets (Costs 2 Actions).*** Pistis sophia heals one allied creature for 10 (1d12 + 4) hit points and they are cured of all status condition currently afflicting them. > > ***Free from greed (Costs 3 Actions).*** One creature that dealt damage to a living creature within the last 24 hours must make a dc 22 Wisdom save or be charmed by Pistis sophia and drops all their weapons or items in their hands. The creature that failed the save can remake the save at the end of their turn. \page
38
PART 6 | Celestial Hebdomad
### Raziel, the crusader A 9-foot-tall celestial being stands before you. He is muscular with platinum-white skin, flames for hair, and bright, ruby-red eyes. He wears an ornate ruby like breastplate and carries a platinum shield in one hand. In the other, he grasps a greatsword. Great wings with reddish-gold and white feathers sprout from his broad shoulders. Raziel (RAY-zee-ehl) rules Mertion, the fifth layer of Celestia, known as the Platinum Heaven. Among his celestial peers, he is called the Firestar for his judicious wrath. Raziel offers guidance to paladins and devotes his energy to protecting the defenseless. Raziel opposes tyranny and oppression with a ferocity that is both startling and inspiring. When legendary paladins seek the wisdom of the Firestar, they come to Empyrea, the City of Tempered Souls. Raziel doesn’t maintain a stronghold but can be found in any one of the city’s great hospitals and infirmaries, providing spiritual guidance and protection to the clerics and patients. \page
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PART 6 | Celestial hebdomad
___ ___ > ## Raziel, the crusader >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 24 Breastplate And Shield > - **Hit Points** 335 (24d10+192) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|21 (+5)|26 (+8)|20 (+5)|20 (+5)|14 (+2)| > >___ > - **Saving Throws** STR +18, CON +16, WIS +13, CHA +10 > - **Skills** Animal Handling +13, Arcana +13, History +13, Intimidation +10, Investigation +13, Medicine +13, Perception +13, Persuasion +10, Religion +13, Survival +13 > - **Damage Resistance** Fire, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning > - **Condition Immunities** Frightened, Petrified > - **Senses** Darkvision 60ft, Passive Perception 23 > - **Languages** All > - **Challenge** 25 (75,000 XP) > ___ > ***Divine grace.*** Raziel adds their charisma modifier to their armor class. > > ***Legendary resistance (3/Day.*** If Raziel fails a saving throw, he can choose to succeed instead. > > ***Smite chaos and evil (5/day).*** Raziel can choose to use their bonus action to add their wisdom modifier and charisma modifier to their next attack that hits but if that creature is chaotic or evil or both they take an extra 20 (2d20) radiant damage but if their both evil and chaotic the damage is doubled. > > ***Turn undead.*** Raziel can use the cleric ability turn undead but turn up to cr 7 undead. > > ***Aura of courage.*** This ability makes Raziel immune to fear and any allied creature within a 30ft radius of Raziel has advantage on saves against being frightened. > > ***Aura of menace.*** Whenever Raziel is angry or fighting any hostile creature within a 20ft radius of Raziel must make a dc 23 Charisma save or have disadvantage on attacking Raziel for 24 hours or until the creature hits Raziel. On a successful save a creature is immune to Raziel's aura of menace for 24 hours. > > ***Protection from evil.*** Raziel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Raziel has advantage on saving throws against spells and other magical effects. > > ***Magic items.*** Raziel can summon to himself or is constantly carrying a holy avenger and wears an indestructible breastplate and an unbreakable shield. > > ***Spellcasting.*** Raziel is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Raziel has following cleric and paladin spells prepared: > > Cantrips (at will): guidance, mending, mending, sacred flame, toll the dead > > 1st level (4 slots): bless, command, divine favor, wrathful smite > > 2nd level (3 slots): hold person, silence, zone of truth > > 3rd level (3 slots): create food and water, crusader's mantle, remove curse > > 4th level (3 slots): banishment, locate creature, stone shapes > > 5th level (3 slots): banishing smite, dispel good and evil, flame strike > > 6th level (2 slots): blade barrier, forbiddance > > 7th level (2 slots): symbol > > 8th level (1 slots): earthquake > > 9th level (1 slots): gate > > ***Innate spellcasting.*** Raziel's innate spellcasting ability is Charisma (spell save DC 13). Raziel can innately cast the following spells, requiring no material components: > > At will: continual flame, daylight, detect good and evil, dispel magic, hallow, holy aura, message, sending, shield of faith, teleport, true seeing > > 3/day: greater restoration > > 1/day each: creation, storm of vengeance > ### Actions > ***Holy avenger greatsword.*** *Melee Weapon Attack:* +21 to hit, reach 10ft., one target. *Hit* 25 (2d12 + 13) slashing damage and if the target is a fiend or undead Raziel deals an extra 10 (2d10) radiant damage. It creates an aura in a 30-foot radius around Raziel. Raziel and all creatures friendly to them in the aura have advantage on saving throws against spells and other magical effects. > ### Legendary Actions > Raziel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Raziel regains spent legendary actions at the start of his turn. > > ***Attack (Costs 1 Actions).*** Raziel attacks with his holy avenger greatsword. > > ***Purge through fire (Costs 2 Actions).*** Raziel makes one greatsword attack but deals an extra 35 (7d10) fire damage and bypassed resistance and immunity to fire damage. > > ***Crusader's power (Costs 3 Actions).*** For the next 1d4 rounds any charisma, constitution or wisdom saves Raziel has to make is with advantage and adds an extra 1d6 to the roll. \page
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PART 6 | Celestial hebdomad
### Sealtiel, the defender Standing before you is a divinely beautiful yet androgynous human with subtle masculine traits standing 9 feet tall. He has ebony skin, no hair, silvery eyes that flare like stars, and great wings with metallic golden feathers. A glittering aura surrounds him. Sealtiel (see-AHL-teel) is a patron of the warden archons and the ruler of Jovar, the Glittering Heaven and Celestia’s sixth layer. He commands an impressive standing army of archons and other celestial beings sworn to defend Celestia against fiendish incursions. Sealtiel is also charged with preventing impure beings from reaching Chronias, the seventh and highest layer of Celestia. Sealtiel’s empyreal fortress of Pax Exaltea dominates the sixth terrace of Yetsira, a ziggurat-city with seven terraces. Warden archons come to Vanguard to receive new assignments. Sealtiel also entertains countless celestial beings seeking enlightenment as part of their quest to reach the seventh layer of Celestia, the Illuminated Heaven. \page
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PART 6 | Celestial hebdomad
___ ___ > ## Sealtiel, the defender >*Large celestial (Archon), lawful good* > ___ > - **Armor Class** 15 Natural armor > - **Hit Points** 535(34d10+340) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|13 (+1)|30 (+10)|21 (+5)|24 (+7)|21 (+5)| > >___ > - **Saving Throws** STR +11, CON +16, INT +11, WIS +13 > - **Skills** Arcana +11, Athletics +11, History +11, Insight +13, Intimidation +11, Medicine +13, Nature +11, Perception +13, Persuasion +11, Religion +11, Survival +13 > - **Damage Resistance** Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Lightning, Poison > - **Condition Immunities** Petrified, Poisoned > - **Senses** Darkvision 60ft, Passive Perception 23 > - **Languages** All > - **Challenge** 18 (20,000 XP) > ___ > ***Legendary resistance (3/Day).*** If Sealtiel fails a saving throw, he can choose to succeed instead. > > ***Defensive stance (5/day).*** As a bonus action Sealtiel gains a +4 bonus to constitution and strength saves and checks but can't be moved at all even by outside forces if they choose Sealtiel can end this state as a free action. > > ***Fortify.*** Any constructs or buildings within a 60ft radius of Sealtiel have double their normal hit points. > > ***Aura of menace.*** Whenever Sealtiel is angry or fighting any hostile creature within a 20ft radius of Sealtiel must make a dc 20 Charisma save or have disadvantage on attacking Sealtiel for 24 hours or until the creature hits Sealtiel. On a successful save a creature is immune to Sealtiel's aura of menace for 24 hours. > > ***Protection from evil.*** Sealtiel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Sealtiel has advantage on saving throws against spells and other magical effects. > > ***Magic weapon.*** Sealtiel carries a +3 holy flaming greatclub and can summon it to their hand as a free action. > > ***Spellcasting.*** Sealtiel is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Sealtiel has following cleric spells prepared: > > Cantrips (at will): guidance, mending, resistance, spare the dying, word of radiance > > 1st level (4 slots): bless, command, detect good and evil, shield of faith > > 2nd level (3 slots): hold person, lesser restoration, warding bond > > 3rd level (3 slots): magic circle, protection from energy, remove curse > > 4th level (3 slots): banishment, death ward, guardian of faith > > 5th level (3 slots): dispel good and evil, geas, planar binding > > 6th level (2 slots): blade barrier, forbiddance > > 7th level (2 slots): divine word, plane shift > > 8th level (1 slots): antimagic field > > 9th level (1 slots): mass heal > > ***Innate spellcasting.*** Sealtiel's innate spellcasting ability is Wisdom (spell save DC 21). Sealtiel can innately cast the following spells, requiring no material components: > > At will: blinding, continual flame, daylight, detect good and evil, dispel magic, hallow, message, sending, teleport, true seeing > > 3/day: magic weapon > > 1/day each: creation, earthquake > ### Actions > ***+3 holy flaming greatclub.*** *Melee Weapon Attack:* +14 to hit, reach 10ft., one target. *Hit* 16 (2d8 + 8) bludgeoning damage damage plus 6 (2d6) and 15 (3d10) radiant damage. > ### Legendary Actions >Sealtiel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Sealtiel regains spent legendary actions at the start of his turn. > > ***Protection (Costs 1 Actions).*** Sealtiel chooses them self or one creature adjacent to them and the choose being gains a +3 bonus to their AC until the end of sealtiel's next turn. > > ***Defender's strike (Costs 2 Actions).*** Sealtiel makes one +3 holy flaming greatclub attack and if that attack hits the target have disadvantage on all attacks until the end of their next turn. > > ***Great protection (Costs 3 Actions).*** Sealtiel chooses one creature they can see within 120ft and that creature gains resistance to all damage until the end of sealtiel's next turn. \page
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PART 6 | Celestial hebdomad
### Zaphkiel, the watcher A roiling maelstrom of golden energy instills in you tremendous feelings of joy and harmony. Suddenly, it coalesces into the form of a stunningly beautiful yet androgynous figure standing 10 feet tall, with golden skin and metallic, platinum-white wings. Warm light surrounds it, and its expressions are both soothing and kind. Zaphkiel (ZAF-kee-ehl) presides over the seventh layer of Celestia, the Illuminated Heaven of Chronias. Zaphkiel embodies the perfect good, and only the most exalted creatures can stand in his presence without being consumed. Zaphkiel watches over all of Celestia, sending advice and providing wise counsel to the other members of Hebdomad regarding their dealings with mortals and other celestial beings. Zaphkiel also protects and nurtures the innocent spirits of stillborn babies and sacrificed children. Although Zaphkiel clearly has some interest in advancing less-perfect beings, Zaphkiel’s true goals remain inscrutable. Only the gods and the other Hebdomad members have actually seen Zaphkiel. All other beings who have encountered or perceived the archon have either perished for their folly or achieved such a state of goodness that their essences have joined with Celestia itself. \page
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PART 6 | Celestial hebdomad
___ ___ > ## Zaphkiel, the watcher >*Large celestial (archon), Lawful good* > ___ > - **Armor Class** 23 Natural armor > - **Hit Points** 690 (44d10+440) > - **Speed** 40ft, fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|24 (+7)|30 (+10)|30 (+10)|30 (+10)|30 (+10)| > >___ > - **Saving Throw** STR +21, CON +21, INT +21, WIS +21, CHA +21 > - **Skills** Animal Handling +21, Arcana +21, History +21, Insight +21, Intimidation +21, Medicine +21, Perception +21, Performance +21, Persuasion +21, Religion +21 > - **Damage Immunities** Lightning, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Petrified, Poisoned > - **Senses** Darkvision 120ft, Passive Perception 31 > - **Languages** All > - **Challenge** 37 (245,000 XP) > ___ > ***Legendary resistance (3/day).*** If Zaphkiel fails a saving throw, he can choose to succeed instead. > > ***Positive energy aura.*** Each undead that goes within a 60ft radius of Zaphkiel is automatically turned unless they are cr 15 or lower in which case they are destroyed. > > ***Emanations.*** As a bonus action Zaphkiel uses their emanations action twice unless they cast a spell. > > ***Aura of menace.*** Whenever Zaphkiel is angry or fighting any hostile creature within a 20ft radius of Zaphkiel must make a DC 25 Charisma save or have disadvantage on attacking Zaphkiel for 24 hours or until the creature hits Zaphkiel. On a successful save a creature is immune to Zaphkiel's aura of menace for 24 hours. > > ***Protection from evil.*** Zaphkiel is constantly under the effects of the spell protection from good and evil but it only effects evil creatures. > > ***Magic resistance.*** Zaphkiel has advantage on saving throws against spells and other magical effects. > > ***Magic weapon.*** Zaphkiel's weapon attacks count as +5 magical holy weapons. > > ***Spellcasting.*** Zaphkiel is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). Zaphkiel has following cleric spells prepared: > > Cantrips (at will): guidance, light, mending, resistance, sacred flame > > 1st level (4 slots): bless, command, sanctuary, shield of faith > > 2nd level (3 slots): hold person, spiritual weapon, zone of truth > > 3rd level (3 slots): magic circle, mass healing word, remove curse > > 4th level (3 slots): banishment, death ward, guardian of faith > > 5th level (3 slots): commune, flame strike, legend lore > > 6th level (2 slots): blade barrier, heal > > 7th level (2 slots): divine word, symbol > > 8th level (1 slots): earthquake > > 9th level (1 slots): true resurrection > > ***Innate spellcasting.*** Zaphkiel's innate spellcasting ability is Charisma (spell save DC 27). Zaphkiel can innately cast the following spells, requiring no material components: > > At will: continual flame, daylight, detect good and evil, dispel magic, hallow, holy aura, locate creature, locate object, message, sending, teleport, true seeing > > 3/day: power word stun > > 1/day each: creation, mass heal > ### Actions > ***Holy touch.*** *Melee Weapon Attack:* +23 to hit, reach 10ft., one target. *Hit* 33 (3d12 + 15) radiant damage or if the target is a fiend or undead they take 51 (6d12 +15) radiant damage. > > ***Emanations.*** Zaphkiel chooses one of the following options (range 150ft). > > Ray of suffering: One target of Zaphkiel's choice within range must make a DC 25 Wisdom save or take 75 (15d10) psychic damage but this can't reduce them past 1 hit point. On a successful save the target takes half damage. > > Ray of soothing: the target is curred of the following conditions: blindness, confusion, deafened, exhaustion, feeble mindedness, madness, poisoned, stunned and the target heals 50 (10d10) hit points. > > ### Legendary Actions > Zaphkiel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Zaphkiel regains spent legendary actions at the start of his turn. > > ***Touch of the holy (Costs 1 Actions).*** Zaphkiel makes a holy touch attack. > > ***In the light (Costs 2 Actions).*** Zaphkiel chooses one creature within 30ft of them and until the end of the creatures next turn they are under the effects of the heroism and bless spell. > > ***7 holy virtues (Costs 3 Actions).*** Each creature within 120ft who isn't lawful good must make a DC 25 Charisma save or take 70 (7d20) radiant damage and is blinded until the end of their next turn. \page
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PART 7 | Table of contents
##### Table Of Contents - **[1 The codex of the upper planes](#p1)** - **[2 Asorted celestials](#p2)** - [2.1 ](#p2) - [2.1.1 Arcadian avenger ](#p2) - [2.1.2 Asura ](#p3) - [2.1.3 Holy rime griffon ](#p4) - [2.1.4 Lillend ](#p5) - [2.1.5 Shirokinukatsukami](#p6) - **[3 Astral angels](#p7)** - [3.1 ](#p8) - [3.1.1 Angel of authority ](#p8) - [3.1.2 Angel of battle](#p9) - [3.1.3 Angel of light ](#p10) - [3.1.4 Angel of protection ](#p11) - [3.1.5 Angel of retrieval ](#p12) - [3.1.6 Angel of supremacy ](#p13) - [3.1.7 Angel of valor](#p14) - [3.1.8 Angel of vengeance ](#p15) - **[4 Archons ](#p16)** - [4.1 ](#p16) - [4.1.1 Hound archon ](#p16) - [4.1.2 Justice archon ](#p17) - [4.1.3 Lantern archon ](#p18) - [4.1.4 Sword archon ](#p19) - [4.1.5 Throne archon](#p20) - [4.1.6 Warden archon](#p22) - [4.1.7 Word archon](#p23) - **[5 Guardinals](#p24)** - [5.1 ](#p24) - [5.1.1 Avoral ](#p24) - [5.1.2 Cervidal ](#p25) - [5.1.3 Equinal ](#p26) - [5.1.4 Leonal ](#p27) - [5.1.5 Lupinal ](#p28) - [5.1.6 Ursinal](#p29) - **[6 Celestial hebdomad ](#p30)** - [6.1 ](#p30) - [6.1.1 Barachiel, the messenger](#p30) - [6.1.2 Domiel, the mercy-bringer ](#p32) - [6.1.3 Erathaol, the seer](#p34) - [6.1.4 Pistis sophia, the ascetic](#p36) - [6.1.5 Raziel, the crusader](#p38) - [6.1.6 Sealtiel, the defender](#p40) - [6.1.7 Zaphkiel, the watcher](#p42)