Angels Species in Other Realms | World Anvil

Angels

An angel is a celestial agent sent forth into the realms to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.   Shards of the Divine Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.   Fallen Angels An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence in the Material Realm, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.   Immortal Nature An angel doesn't require food, drink, or sleep.  

Deva

Devas are angels that act as divine messengers or agents to the Material Realms, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to. Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.


Armor Class17 (natural armor)
Hit Points 16d8+64
Speed30 ft.fly 90 ft.
Strength18 (+4)
Dexterity18 (+4)
Constitution18 (+4)
Intelligence17 (+3)
Wisdom20 (+5)
Charisma20 (+5)
Saving ThrowsWisdom d20+9 Charisma d20+9
SkillsInsight d20+9 Perception d20+9
Damage ResistancesRadiantBludgeoningPiercing
Slashing from nonmagical attacks
Condition ImmunitiesCharmedExhaustionFrightened
SensesDarkvision 120 ft.Passive Perception 19
LanguagesAll, Telepathy 120 ft.
Challenge10 (5,900 XP)
Special 1Angelic WeaponsThe deva's weapon attacks are magical.When the deva hits with any weapon,
the weapon deals an extra 4d8 radiant damage (included in the attack)
Special 2Innate SpellcastingThe deva's spellcasting ability isCharisma (spell save DC 17).
The deva can innately cast the following spells,requiring only verbal components
At willDetect evil and good
1/day eachCommuneRaise dead
Special 3Magic ResistanceThe deva has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe deva makes two melee attacks
Action 2MaceMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 1d6+4 bludgeoning damageplus 4d8 radiant damage
Action 3Healing Touch (3/Day)The deva touches another creature.The target magically regains 20 4d8+2 hit points
and is freed from any curse, disease,poison, blindness, or deafness
Action 4Change ShapeThe deva magically polymorphs into a humanoidor beast that has a challenge rating
equal to or less than its own,or back into its true form.It reverts to its true form if it dies.Any equipment it is wearing
or carrying is absorbed or borne bythe new form (the deva's choice).In a new form, the deva retains itsgame statistics and ability to speak,
but its AC, movement modes, Strength,Dexterity, and special senses arereplaced by those of the new form,and it gains any statistics and capabilities
(except class features, legendary actions, and lair actions)that the new form has but that it lacks

Planetar

Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.


Armor Class19 (natural armor)
Hit Points 16d10+112
Speed40 ft.fly 120 ft.
Strength24 (+7)
Dexterity20 (+5)
Constitution24 (+7)
Intelligence19 (+4)
Wisdom22 (+6)
Charisma25 (+7)
Saving ThrowsConstitution d20+12 Wisdom d20+1 Charisma d20+12
SkillsPerception d20+11
Damage ResistancesRadiantBludgeoningPiercing
Slashing from nonmagical attacks
Condition ImmunitiesCharmedExhaustionFrightened
SensesTruesight 120 ft.Passive Perception 21
LanguagesAllTelepathy 120 ft.
Challenge16 (1 5,000 XP)
Special 1Angelic WeaponsThe planetar's weapon attacks are magical.The target magically regains 6d8+3 hit points
and is freed When the planetar hits with any weapon,the weapon deals an extra 5d8 radiantdamage (included in the attack)
Special 2Divine AwarenessThe planetar knows if it hears a lie
Special 3Innate SpellcastingThe planetar's spellcasting ability isCharisma (spell save DC 20).
The planetar can innately cast the following spells,requiring no material components
At willDetect evil and goodInvisibility (self only)
3/day eachBlade barrierDispel evil and goodFlame strike
Raise dead
1/day eachCommuneControl weatherInsect plague
Special 4Magic ResistanceThe planetar has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe planetar makes two melee attacks
Action 2GreatswordMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d6+7 slashing damageplus 5d8 radiant damage
Action 3Healing Touch (4/Day)The planetar touches another creature.The target magically regains 6d8+3 hit points
and is freed from any curse, disease,poison, blindness, or deafness

Solar

A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.


Armor Class21 (natural armor)
Hit Points243 (18dl0 +144)
Speed50 ft.fly 150 ft.
Strength26 (+8)
Dexterity22 (+6)
Constitution26 (+8)
Intelligence2S (+7)
Wisdom2S (+7)
Charisma30 (+10)
Saving Throwslntelligence+l4Wisdom +14Charisma +17
SkillsPerception +14
Damage ResistancesRadiantBludgeoningPiercing
Slashing from nonmagical attacks
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 24
LanguagesAllTelepathy 120 ft.
Challenge21 (33,000 XP)
Special 1Angelic WeaponsThe solar's weapon attacks are magical.When the solar hits with any weapon,
the weapon deals an extra 6d8 radiant damage (included in the attack)
Special 2Divine AwarenessThe solar knows if it hears a lie
Special 3Innate SpellcastingThe solar's spellcasting ability isCharisma (spell save DC 2S).
It can innately cast the following spells,requiring no material components
At willDetect evil and goodInvisibility (self only)
3/day eachBlade barrierDispel evil and goodResurrection
1/dayCommuneControl weather
Special 4Magic ResistanceThe solar has advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe solar makes to greatsword attacks
Action 2GreatswordMelee Weapon Attack d20+15 to hit
Reach 5 ft., one targetHit : 4d6+8 slashing damageplus 6d8 radiant damage
Action 3Slaying LongbowRanged Weapon Attack +13 to hit
Range 150/600 ft., one targetHit: 2d8+6 piercing damageplus 6d8 radiant damage.If the target is a creature that has 100 hit points or fewer,
it must succeed on a DC 15 Constitution saving throw or die
Action 4Flying SwordThe solar releases its greatsword to hover magicallyin an unoccupied space within 5 feet of it.
If the solar can see the sword,the solar can mentally command it as a bonus actionto fly up to 50 feet and eithermake one attack against a target or return
to the solar's hands.If the hovering sword is targeted by any effect,the solar is considered to be holding it.The hovering sword falls if the solar dies
Action 5Healing Touch (4/Day)The solar touches another creature.The target magically regains 8d8+4 hit points
and is freed from any curse, disease,poison, blindness, or deafness
Legendary ActionsThe solar 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.The solar regains spent legendaryactions at the start of its turn
Legendary Action 1TeleportThe solar magically teleports,along with any equipment it is wearing or carrying,
up to 120 feet to an unoccupied space it can see
Legendary Action 2Searing Burst (Costs 2 Actions)The solar emits magical, divine energy.Each creature of its choice in
a 10-foot radius must make aDC 23 Dexterity saving throw,taking 4d6 fire damageplus 4d6 radiant damage on a failed save,
or half as much damage on a successful one
Legendary Action 3Blinding Gaze (Costs 3 Actions)The solar targets one creature it can seewithin 30 feet of it.
If the target can see it, the target must succeed on aDC 15 Constitution saving throw orbe blinded until magic such
as the lesser restorationspell removes the blindness

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